Wednesday, July 20, 2011

A Powerful Platform for Change


I thought that Jane McGonigal’s talk about games being a “powerful platform for change” was quite interesting.  I had never before thought about using games as a means to change the world, but the evidence McGonigal gave was convincing, at least for me.  As McGonigal says, in the real world, we often associated failure with feelings of frustration, disappointment, or weariness; however, those feelings don’t always exist when playing games.  So how can we apply the motivation that is felt while playing games to real-life problems?

McGonigal refers to gamers as super-empowered hopeful individuals.  The only problem is that they think they are only capable of solving problems in the virtual world, and not in the real world.  But with the development of games that reflect potential real-world problems (like the world without oil game) the line between “virtual” and “real” becomes much less visible.  It is in this fashion that gamers can start to make a positive difference in the world beyond the computer screen.

It should be noted, however, that games intended to motivate change should incorporate certain learning principles, as illustrated by James Gee.  One of these principles is that the game be “pleasantly frustrating”.  This is the principle that struck me the most.  It requires the game to be doable, but still challenging.  The problems we face in real life are also challenging – pollution, hunger, poverty.  But does that mean that these problems have no solution?  I’d like to think there is something that could be done to address these issues.  We could think of the problems as being “pleasantly frustrating”.  The solution to them may not be visible at first, but we can be motivated to find one, just like in a game.

4 comments:

  1. I am fascinated by McGonigal's work -- I have a copy of an article about her overnight game in the NY Public Library in my backpack right now!

    ReplyDelete
  2. I also found the 'pleasantly frustrating' aspect of games to be an important one in thinking about game learning and school learning. I wonder if such pleasant frustration is possible in an era of high-stakes testing. (Well, that was a leading thought...)

    ReplyDelete
  3. It is fascinating to see how hooked people get on games. I wonder if there is any danger in blurring the lines between virtual gaming and reality...
    During my undergrad, programmers that were classmates would get so emmersed they would play for several days at a time! It is crazy! I did some game design in school. Learning the process was intriguing. We could have greatly benefited from incorporating some artists. It takes a lot of right people working together to make a game a success. I can't imagine the work team for WOW! I would love to meet the creative minds behind the games McGonigal was representing! Some outside the box thinkers for sure.

    ReplyDelete
  4. I think you bring up a great point concerning the problems that we face today and their clear difference between computer games. I agree with James Gee that games out to be "pleasantly frustrating" and that aspect is what attracts kids so often and keeps them playing. It would be great to be able to apply that to the problems of the world. They definitely are frustrating, but how pleasant are they really to deal with when there is such a complicated, near impossible solution to things such as world hunger, human rights abuse, poverty, pollution, etc. If kids get used to only wanted to deal with issues that are "pleasantly frustrating" but capable of being solved, will they then be quick to throw up their hands in defeat when faced with real life, difficult issues that don't have a clear path to the finish?

    ReplyDelete