Friday, November 15, 2013

Video Games as Collaboratories


To facilitate encounters/experiences, we need to revisit Dewey's model of the laboratory school. In his lab school, students learned through hands-on, constructive activities. Core curriculum was tied life skills, students' personal interests, and past individual experiences. It was a model that was infeasible for most school districts due to the resources required to carry out such interactive and personalized learning stations in the late 1800s, earlier 1900s. However, we no longer need to construct a series of hands-on laboratories outside of the classroom to create the type of interactive learning proposed by Dewey. All we need are computers and high-speed access to the Internet.

               A modern version of the Dewey Laboratory School can be seen at Quest to Learn in New York City. It's the creation of both game researchers and teachers, which "re-imagines school as one node in an ecology of learning that extends beyond the four walls of an institution and engages kids in ways that are exciting, empowering and culturally relevant" ("Quest to Learn"). Learning emerges from play as students engage in games/quests and tackle narrative challenges in collaboration with each other. By learning through games, students are able to practice their problem solving skills. Unlike textbook narratives, games are non-linear. Greg Costikyan explains how games depend on decision-making: "Decisions have to pose real, plausible alternatives, or they aren't real decisions. It must be entirely reasonable for a player to make a decision one way in one game, and a different way in the next" ("I Have No Words" par. 15-16).

               Dewey discusses extensively how we build knowledge through confronting problems, experimenting with possible solutions, and making discoveries. Experimentation is key and is an integral part of video game design. Players navigate environments and instigate events and outcomes through their actions. Games operate often through trial and error as players try to achieve their desired results. As James Gee explains, "[Video games] situate meaning in a multimodal space through embodied experience to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world." Video games are hands-on, experiential, customizable, and often inquiry-based models of learning.

As mentioned earlier, Dewey asserted that a collaborative community is the core of democracy. Often gamers learn from each other, divulging their discoveries and cheats. This component of gaming has grown exponentially as games have moved beyond their initial console boxes to become networked online. The largest example of this is the World of Warcraft Wiki which contains over 99,000 separate pages. Because collaboration has become a key component of the gaming experience, one could argue that video games can be used to promote democracy globally.

               In Reality is Broken, Jane McGonigal argues that video games can be seen "as global collaboration laboratories, or collaboratories: online spaces for young people from around the world to come together and test and develop their ability to cooperate, coordinate, and cocreate at epic scales" (279). She gives the example of a game she designed for the 2008 Summer Olympic Games in Beijing, Lost Ring. The game premise is that ancient Greeks banished an Olympic sport and tried to destroy evidence of its existence. Now, gamers must collaborate and work together to piece together the history and rules of this lost sport. Once collaborators discovered the whole history of the sport they began to play it, gathering in various cities to revive the lost sport. On the last day of the Summer Olympics, six teams assembled in various cities across the globe and competed for honorary medals in the Lost-Sport Olympics. As this example demonstrates, a global collaboratory was formed as people worked together to cooperatively revive a sport and create events.

               Recent interest in interactive games and online collaboration have led to games based on real world problems, such as our dependency on oil. The game World Without Oil creates a simulated oil crisis asks online players to consider life without oil, what the effects would be, and how they would adapt. Essentially, players are engaging in problem-based learning in a collaborative, game setting. Learning is individualized based on the locality, interests, and lifestyle of the players. A farmer, soldier, college student, and auto worker all have very different experiences. Together their narratives and reflections build a larger simulated reality. McGonigal explores why individuals would participate in a game based on a negative forecast rather than an escapist fantasy. She discovered, "By turning a real problem into a voluntary obstacle, we activated more genuine interest, curiosity, motivation, effort, and optimism than we would have otherwise. We can change our real-life behaviors in the context of a fictional game precisely because there isn't any negative pressure surrounding the decision to change. We are motivated purely by positive stress and by our own desire to engage with a game in more satisfying, successful, social, and meaningful ways" (311).

Nick Dyer-Witheford connects the pooling the intelligence through gaming environments to Marx's concept of general intellect. In Grundrisse, Marx predicts a turn in capitalism whereas wealth will come to depend on social knowledge due to automation and communication and transportation networks. Dyer-Whitford discusses the complexity of general intellect in the post-fordist world: "Read sympathetically, 'general intellect' can be seen as a prescient glimpse of today's knowledge economy, with production teams, innovation milieux and university-corporate research partnerships yielding the "fixed capital" of robotic factories and global computer networks. The dialectical prediction of "classical" Marxism was that "general intellect," though generated by the world market, would destroy and supersede it... The assertion of neoliberalism, although phrased in very different terms, is that the world market is completely compatible with general intellect. The concept of "the new economy" is a marriage made in heaven between high-technology systems and the commodity form, a perfect union of Net and Market: "friction free capitalism." However, within gaming environments, Dyer-Witheford sees potential for resistance. Players are asked constantly to shape the reality of their virtual environments, making narrative choices, designing avatars, and managing populations. This ability to imagine alternatives as well as to plan to strategies can be applied to social problems.