What are Games Good For?
While waiting for the fifth annual Games + Learning + Society conference to commence in Madison, Wisconsin today, I’ve been catching up on a debate politely raging among the social issues game community. The subject: do violent video games cause violence?  You wouldn’t be wrong for thinking this an old saw from the 1990s culture wars. Remember Senator Lieberman in a Mortal Kombat showdown with commercial gamers that in 1994 led to industry self-regulation in the form of the Entertainment Software Rating System (for introducing American youth to “Animated Blood and Gore, Animated Violence,” Mortal Kombat received a “Mature” rating).
At the crux of the continuing controversy is whether or not playing video games affects behavior, cognition, and skills. And here’s where the discussion gets more relevant for the games and learning community. While entertainment game designers tend to downplay any relationship between, say playing Grand Theft Auto and stealing cars, educational game designers are tackling the opposite problem: how to impact player behavior and close the gap between playing and learning. Jim Diamond, a colleague at EDC, put it this way:
While I think games may potentially be effective tools for “slipping in†content, I think the well-designed ones may be far more valuable in terms of helping players to develop specific skills related to the content by linking the accomplishment of learning/performance outcomes to mechanics through problem solving scenarios. The skills that develop may support or inhibit “violence,†but I don’t think there’s an inevitable causal relationship in any way.
The theme of this year’s GLS conference is “Learning Through Interaction.” We’ll see what new-fangled ways game designers are coming up to influence kids today.
Last 5 posts by Leah Yale Potter
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