Andrew Klavan on "Reality Is Broken: Why Games Make Us Better" By Jane McGonigal
online.wsj.com
online.wsj.com
How do you know if feelings associated with meaning refer to something true?
Is the meaning of life effort, of mother who singlehandedly raises two children who will live mediocre lives and die childless, really true or she just thinks it is?
Is the meaning of the sacrifice of a soldier at war true? Or just some people think it is while he is actually just meat for the grinder?
The way video games reward sustained effort is through the ability to completely retry, from almost any random point, without penalty.
I wonder if there's a certain amount of reward inherent in the fact that the video game accomplishment is meaningless other than the amount of time and effort put into it. When you're done doing daily chores, the chores are done. Making that more rewarding might actually get more chores done, but you're still playing the chores game because it needs to be done, not because it's entertainment.
Richard Feynman once wrote a great article called Cargo Cult Science[1], where he defined cargo cult science to be something that takes up the trappings of science (journals, jargon, lab-coats, &c) without taking up the thing that makes science what it is (the scientific method.) In a lot of these "videogamification" ideas, I feel like there's a kind of "cargo cult gaming" going on, where people focus more on the trappings of video games (levels, points, reward structures, &c) without getting at the real meat of what makes video games fun (which I would argue can be enhanced by the reward structure but broadly speaking is something apart from the rewards structure.) You can hand out points all you want, but my experience is that points won't make schools or chores into a game any more than adding big black spots will turn a sheep into a cow.
There's also at least one college prof doing this, Lee Sheldon at Bloomington's Indiana University. His course is related to computer games, though.
That idea is not new; the science fiction novel "Ender's Game", by Orson Scott Card, came out in 1985. It sounds like a similar concept to me.
I think the proposal to solve real problems during video game play is interesting, in any case. The article quotes McGonigal's book as saying large groups of video game players could be involved in > "a whole-planetary mission... to raise global quality of life... and to sustain our earth for the next millennium and beyond."
The reviewer responds: > "Sounds dreadful, I know, but I wouldn't worry about it."
Does this idea sound so dreadful? I don't think so. Hm.
Speaking purely from my own naive experience, for many in America life is simply great. Within the context of my day to day life I cannot say that there are any great struggles. When life is so good, one starts to question its purpose. But games are not the answer to this question imho. There is a great deal of purpose to be had in this world, one just has to get out and seek it.