Saturday, March 26, 2011

Jane McGonigal – Gaming Can Make A Better World



In his book, Carr writes, “The importance of such skills [the ones fostered by computer game play] shouldn’t be taken lightly. As our work and social lives come to center on the use of electronic media, the faster we’re able to navigate those media and the more adroitly we’re able to shift our attention among online tasks, the more valuable we’re likely to become as employees and even as friends and colleagues” (140). Jane McGonigal takes this argument one step further, arguing that the skills developed in online game play are the skills that can help us save the world. Or more correctly, she believe that games reinforce behavior and attitudes that may prove necessary for solving our real world problems.

The first such attitude is what she describes as “urgent optimism.” Unfortunately, she admits, so far this urgent optimism translates into the belief that one can change the virtual world only, and not the real world (the very thing she hopes to change with her games). But the point is that, whereas in the real world we feel increasingly disempowered to make real change, paralyzed by the seeming impossibility of affecting big problems, in the game world, these players feel like nothing is impossible. I would agree that we certainly need more of this.

The second behavior is that gamers are really good at weaving a social fabric. I might suggest that the weaving of this fabric is a game in itself – strategic alliances. My real concern here is that it reinforces the slightly sick transformation of ‘friendship’ that is occurring with our social media. And the other is that this notion of geographically boundless collaboration itself has environmental implications, when we consider the resources that go in to maintaining these connections (see Mobile Lives). But I am torn here, because in my work, I’m arguing that we need greater social connections, and these gamers are doing this. I suppose the difference is that I’m suggesting that the connections are themselves better (i.e. they are more fulfilling, and meaningful), whereas she is implying that these connections need to be more numerous, and more organized, which itself betrays a worldview bias.

The third attitude is what she calls “blissful productivity.” This is the idea that humans are most human when they are being productive, and that we feel good about this. I find this funny, in that it seems like the latest transformation of the Protestant Ethic to fit our modern world. But yes, it would be nice if these productive efforts were focused on changing the world for the better, rather than on making money (and in turn, working to perpetuate the world as it is now).

And finally, she identifies “epic meaning” as being something that gamers are drawn to. When describing the appeal of her game, A World Without Oil, she says blithely that “nobody wants to change how they live because it’s good for the world, or because they’re supposed to,” but that if you immerse people in an epic game, they can in a sense be tricked into doing what’s good for the world (though she didn’t phrase it that way). I find this really sad on the one hand, because I can’t fathom why our sustainability problems are not ‘epic’ enough to engender this motivation. On the other hand, my research argues something not too dissimilar! – namely that I suggest that people need to be re-immersed (reminded in some cases) in a meaningfilled world, one that is passed down through great myths and spiritual traditions, in order that they adopt these more harmonious behaviors. (See Walker’s Sustainable By Design.) As she said, those who participated in the epic game, continued the practices learned years after the game ended. This suggests that this is likely the key, and that I am on the right track. You have to provide people with a greater reason to want to change the world. I just sort of wish it wasn’t by having them play games online.

McGonigal has to overcome many people’s kneejerk reaction to immersion. People might argue that immersion is bad – or if not inherently bad, that this amount of time immersed in a fictional world is to the detriment of real world health/happiness/productivity, etc.. I don’t think immersion is bad (see Ryan post). And I don’t think that the amount of time spent means that it is necessarily bad either. It all depends on what you are gaining from that engagement. My issue is that the games are built within the same paradigm that seems to be producing an unsustainable relationship between humans and the planet. They reinforce particular kinds of thinking (as I mentioned before about collaboration/information exchange, for example), and they increase our addiction to computer technologies, which has both psychological and environmental implications. For example, she quickly mentions how many more gamers will be using mobile devices to connect to these games, and dismisses the environmental impact by saying that the power they use will be increasingly ‘green’. I worry that there will be a point at which these lines cross on the graph, and that as we use more and more devices/energy, we are running out of time to use these games to solve these huge problems – or indeed to do anything to solve them. Increased gaming accelerates the crises in some ways, just in terms of the energy cost of doing so.

And as for the ‘escapism’ arguments against immersion, she is not advocating exodus into virtual reality. She doesn’t want to make better games so that we have a better place to escape to. She wants to make better games that help us make our real world better. I think this is a great mission.

Finally, I must come back to the question she asks, which is: In all of the zillions of hours we spend gaming, what exactly are we training for? She quotes a figure that the average young person will spend 10,000 hours gaming, which, according to Malcolm Gladwell’s research, means that we are producing a fleet of gaming ‘virtuosos’. But really, are these individuals ‘virtuosos’ or ‘idiot savants’? I guess I think that being a great computer gamer may not be that helpful when the time comes that we disengage from computer technology. If we are creating a generation of people who are excellent at solving problems specifically with computer – or a she suggests, we are evolving to think like this – then we may be in big trouble because. What happens when we try to unplug? Do we know how to function without these tools? We are not preparing ourselves for Power Down. And as Carr shows, using computers to help us solve problems does not make us better problem solvers, but worse….

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