blame the game Doom for Columbine and ignore the fact that those guys were building pipe bombs in their garage and their parents never noticed.” 18 There will always be kids who do not get society’s message from their parents or elsewhere. But they are the exception. The comparison of the When / Whether learning in the game with the When / Whether learning in the rest of life is the reason that shooting games can teach kids how to aim without their learning to kill. To learn the latter, a player would have to have to overcome an awful lot of disconnects with the messages he or she hears in the rest of life.
It is certainly in our public interest to keep such counter-messages as frequent and strong as possible. But although some critics argue that there should always be “bad” consequences for “bad” acts in games, most players would tell you that if games turned purely into moral lessons they would no longer be fun. Much of the appeal of many games, as well as other forms of entertainment, is “transgression in safety.” Yet even this contains learning. “In recent years, [games] have tried to offer more morally complex and emotionally demanding representation of aggression, loss and suffering,” says Jenkins. 19 Those are important “real-life” emotions that all kids need to learn more about.
Three Examples
It is now time – having up till now described the learning in computer and video games for the most part theoretically – that we turn to some actual best-selling games to see what our kids are learning from playing them. I will look at three examples: One with content that might in some sense be considered “educational,” one that is clearly “just a game” (although not a particularly violent one) and one that many find objectionable. Two are computer games. The third started as a video game, and is now available on the PC.
1. Roller Coaster Tycoon
Our first example is Roller Coaster Tycoon, a best-selling computer game for several years, with over 4 million copies sold. Although you can play this game in many ways, your basic goal is create a successful theme park, beginning with a fixed amount of money. Depending on the rides your build, how you maintain them, and the admission prices and amenities you choose, virtual people either show up or they don’t, and you either make or lose money. You can even see what your individual guests are thinking.
Here are some of the things kids learn from this game:
How – At the “surface content” How level, players learn how to build and run an enterprise – how to acquire land, build rides, deploy workers etc. At another How level, players learn how to use an economic simulation with a graphic interface.
What – At the What level, players learn about the constraints on what you can and can’t do in business. You can’t, for example, build on land you don’t own (or control). You can’t expect people to go on broken rides. You need to allow your customers to periodically eat and go to the bathroom.
Why – At the Why, or strategy level, players learn about the tradeoffs that need to be made in order to run a business successfully. For example, they learn that a clean park in working order attracts guests, but maintenance costs money. They learn that if prices go up, fewer people will come. At this Why level, Roller Coaster Tycoon basically teaches the “real-life” skills of resource management and tradeoff analysis.
Where – At the Where level, player learn about a business environment – what customers think, how they behave, how to make them happy or mad.
When / Whether – And at the When/Whether level, a player quickly learns that customer behavior depends on the owner’s choices. If, as the owner, you raise prices, cut corners, build few bathrooms and don’t repair your rides, your short-term profits may spike, but your customers will be unhappy and your profits will soon vanish. These lessons are among those that some of our “real-life” executives might wish they had learned earlier!
Roller Coaster Tycoon, along several other off-the-shelf games, has recently been employed as a teaching tool in school classrooms in England. x They discovered, among other things, that one of the most important things children learn from the games is how to work together in groups.
Roller Coaster Tycoon does not claim to be a learning tool – it’s a commercial game. But the amount of learning in it is huge. And although clearly not all games are as “educational” and “real-life” as Roller Coaster Tycoon, it is possible to make games that are even more so, sometimes without even explicitly trying.
2. The Sims
As an example, let’s take The Sims, perhaps the most popular computer game ever made, with total sales of over 17 million units. The Sims is a “living dollhouse” game, in which a player sets up a house, and populates it with people who talk, grow, work, buy, date, mate, have children, and even go to the bathroom, all according to the player’s instructions (and a great deal of built in artificial intelligence programming). The Sims is, in the words of Will Wright, the game’s designer, a huge “possibility space” in which a player can construct an unlimited variety of possible scenarios, from happy nuclear families, to alternative life styles, to misfits who burn down the neighborhood.
So what do players learn from playing the game?
How – At the content How level they learn how to behave in a consumer society. 20 They learn an awful lot about “stuff,” including how to create it, choose it, and buy and sell it, both figuratively within the game, and literally on eBay. At another How level, though, they learn how to control and manipulate a complex, people-based simulation; how to control characters, and how to design and create the graphics for houses, objects and even people – the tools to do this are included, and are a big part of the game’s appeal.
What – At the What level, players learn that there are some situations that are very open, with relatively few rules and constraints, which allow players to go in almost any direction they choose, from building a successful family and career to burning down the house and neighborhood. This is not dissimilar to the “real-life” United States of America.
Why – At the Why level, players learn that life is a kind of story that unfolds depending on the choices you make. They learn this by exploring many of the strategies and paths one can take in the game, from clean and successful to dirty and tawdry. And as they learn, there is a site on the web where they can post their stories and learning for all to see.
Where – At the Where level, Sims players learn about 21st century America. This learning comes not only through the vast quantities of “stuff” available both in the game and online, but also though the wide range of activities Sims can engage in, and the wide range of professions available in the game, from military officer to aroma therapist. Players learn about what it takes to build a life and lifestyle – from making friends, to partying and dating, to having kids. They learn how many kinds of lives are potentially available for them to create, both good and bad.
When / Whether – Finally, at the When / Whether level players learn about the consequences of their life choices, from the small choices (e.g. not going to the bathroom) to the large ones (e.g. not working hard). It is interesting in light of all the criticisms we hear about computer and video games, that the most popular computer game of all time – The Sims – is one that directly and explicitly helps you learn “about life.” The Sims has extended the normal fantasy play of children and adults to a new level of explicitness and participation, and has created a “real-life” community of millions for sharing.
3. Grand Theft Auto III
Explicit fantasy play is the also the theme of our final example, Grand Theft Auto III. GTA3 is one of the games the critics love to hate, citing, invariably, its options for gratuitous killing, violence and sex with prostitutes. Even though the game’s makers provide strongly worded reminders about its being an “adult” game and it carries a “Mature” rating, GTA3, with over 6.5 million units sold, is extremely popular, and it’s fair to say that – not unlike R-rated movies – it winds up in front of a lot of kids. So what do they learn?
[Important note: I am NOT recommending kids play this game, but only commenting on what they learn if they do.]
How – At the How level, despite GTA3’s “objectionable” content, players learn little, if anything that they don’t already know from movies and television. As one writer puts it “GTA3 is to games as Pulp Fiction is to films.” 21 Kids already know there are people in the world who live by breaking society’s rules; the game is about how to survive and thrive in their world. Because the game’s characters are rule breakers – and players typically are not – their stories are often fascinating and engaging to players, and it’s fun for players to play at being one. In this sense, GTA3 is the interactive version of The Godfather and The Warriors. Instead of being a business simulator or a lifestyle simulator, GTA3 is a “crime simulator.” 22 But at another How level, GTA3 players learn to move around and operate in one of the most highly complex 3-D simulations ever made, a more real-looking simulation world than even The Sims.
What – At the What level, GTA3 players are learning just how flexible a game’s rules can be. As in The Sims – and as in more and more computer and video games – there are no “required” goals in GTA3. Instead, you go around the game’s world making choices and playing out the results of those choices. Some things move you along more than others, but the choice of what to do is up to you. I’d call this “real world” learning.
Why – At the Why level, players learn to strategize, basing their choices on expected results and consequences. If you do enough bad things you’ll acquire a reputation and die sooner. But if you instead steal ambulances and fire trucks and use them to save lives, you’ll live longer (though you may not want to choose that strategy).
Where – At the Where level, players learn many accurate details of the nasty world of ex-cons, the Mafia, and the results of violence – and most of these are not pretty.
When / Whether – And finally, at the When / Whether level, since the betrayed bank robber one plays has just been unexpectedly sprung from jail, players learn that people whose life has gone wrong still have choices to make and options still open to them, which they can use for better or for worse. In making these choices players also learn that, as a game player, it’s healthy (not to mention fun) to get one’s aggressive impulses out into the open from time to time. “We depend on storytelling media [such as games] to help us sort through our conflicting values and mixed feelings about aggression and bring our impulses under control,” says Professor Jenkins. 23 And GTA3 players learn as well there are consequences for negative choices. If you’re really bad, the cops (and helicopter Swat Teams, the FBI, and even the Army) eventually do show up, and while you may get to battle spectacularly, they always get you in the end.
Positive or Negative?
I hope it is now becoming clear that what kids learn from playing video and computer games goes way beyond “mindless” hand-eye coordination. That a tremendous amount of learning takes place when kids play these games should no longer cause very much disagreement.
But there is a great deal of disagreement about whether this learning is positive or negative, and about what the effect of the learning in existing computer and video games is on game players – especially kids – and on the society they live in.
Those who think that the learning in video and computer games is negative have the following concerns: At the How level, these critics are concerned that kids are learning how to do “inappropriate” things. At the What level, they are concerned that the rules of the video games are too restrictive, not giving kids enough room for their imaginations. At the Why level, they are concerned that the strategies for playing and winning many games contain too much violence, too many “cheats,” and other “undesirable” elements. At the Where level, they are concerned that kids are being socialized to be loners, misogynists, and social deviants. And at the When/Whether level, the critics are concerned that our kids are learning to be “amoral killers.” 24
These concerns are nowhere near as valid as the alarmists claim. Consider the following:
There is an extremely wide range of appropriate things to do in computer and video games.
Most video and computer games are not violent – the games that draw the critics’ attention because of their violence (those rated “Mature”) represent less than ten percent of the total bought and played. And even those games are, in the opinion of many psychologists, emotional defusers, rather than inciters. 25
Each day games are becoming less restrictive and more open to players’ imaginations and personalities, Game designers are adding many more open-ended elements that kids can use to exercise their imaginations and tell their own stories.
Most newer games have multiple winning strategies to choose from, including cooperation.
Video and computer games are quickly reclaiming the intense social connection that games have always had, as network technology continues to proliferate.
Electronic games are becoming more open to girls, and girls are becoming more open to these games as well.
Many positive messages exist, both inside and outside the games, and more can be created, to counter any “violence is the answer” idea that a small number of games may impart to an even smaller number of already troubled players.
The problem with the nay-sayers’ arguments is that they generally ignore all the underlying positive learning in video and computer games. Although clearly some games do require age-appropriate guidance – which is why we have ratings – on balance, the positive learning from computer and video games far overwhelms any negative elements.
By focusing only on the negatives, the critics subtly and sadly distract our attention from the really important and useful question: How can we use the incredible engagement of computer and video games to help kids learn more things that we do want them to know? I am firmly convinced that as we learn to supplement the content of today’s games with content of educational significance – and still keep the games fun – computer and video games will become the greatest learning tool we have ever known.
The tricky part, of course, is blending the games’ engagement with the schools’ curriculum, a task that many, from George Lucas, to Microsoft and MIT, to the Lightspan Partnership are working hard at. Of course, as we do so, adults will always need to help young players distinguish their games from reality. Sony exhorts kids in its ads to “Live In Your World. Play In Ours.” But as reality and simulation continue to blur to an increasing extent in contemporary life (and games are not the only place where this is happening), we can all use help keeping them straight.
What Parents Should Worry About
Still, there is absolutely no need for parents to be as worried about the learning that goes on in their kids’ video and computer games as some critics suggest. In fact, in many ways parents should be happy their kids are playing. The amount of learning the kids are getting is huge, and the overwhelming bulk of it is positive.
What parents should be far more concerned about is the relatively pitiful amount of learning going on in our classrooms. As the statistics clearly show, this is a worldwide disgrace. And it’s certainly not the fault of the kids. Children instinctively want to learn, and are drawn to the places where learning actually happens – such as their video and computer games. In fact, game-playing kids learn so much it often intimidates their teachers.
As we come to better understand 26 and be less afraid of the incredible hold computer and video games have on our children, and harness it instead to the curriculum and other positive uses, computer and video games will, I predict, be our salvation in the learning area.
In 1984, Bruce Springsteen sang “We learned more from a three minute record than we ever learned in school.” 27 Most of today’s kids learn far more from their 30 to 100 hour video and computer games than they do in school, generally without even realizing it. True, right now most of this learning is not about the curriculum. But if we invest the money and effort to create games that do have specific curricular elements – but that remain fun enough so that kids still want to play them – our kids can and will learn incredibly more – and will – believe it or not – thank us.
The “getting kids to learn” problem isn’t new, but our video game opportunity is. In the words of George Lucas, who started Lucas Learning in order to blend his Star Wars video games with curricular activities, these “new kinds of learning experiences for young people…offer an alternative to some of the traditional approaches that did not work for me.” 28
Notes
1. In an online discussion at http://lists.debian.org/debian-jr/2000/debian-jr-200008/msg00001.html
2. Dave Grossman and Gloria Di Gaetano, Stop Teaching Our Kids To Kill, Crown, 1999.
3. Psychology Professor Patricia Marks Greenfield of UCLA was one of the first to point out this distinction, in the works citied below.
4. Marc Prensky, Digital Game-Based Learning, McGraw-Hill, 2001
5. Patricia Marks Greenfield, “The Cultural Evolution of IQ” in U. Nesser (ed.), The Rising Curve: Long Term Gains in IQ and Related Measures (pp. 81-123), Washington DC, American Psychological Association.
6. Grossman and Di Gaitano, op. cit.
7. Patricia Marks Greenfield, Mind And Media : The Effects Of Television, Video Games And Computers, Harvard University Press, 1984.
8. Sherry Turkle, Life On The Screen, Simon & Schuster, 1995.
9. Kathleen Fackelmann, “Very Young Kids Absorb Tragedy” USA TODAY, November 14, 2001
10. Peter Applebome, “Two Words Behind The Massacre,” New York Times May 2, 1999, quoting Johathan Katz.
11. Incarceration statistics from : http://www.als.uidaho.edu/scooke/onepercent/prison.htm
12. Estimate of TV hours by Marc Prensky. “Television in the Home, 1998: Third Annual Survey of Parent and Children, Annenburg Policy Center, June 22, 1998, gives the number of TV hours watched per day as 2.55. M. Chen, in the Smart Parents Guide to Kid’s TV, (1994) gives the number as 4 hours/day. Taking the average, 3.3 hrs/day x 365 days x 18 years = 21,681.
13. Danny Hillis, Address to the Computer Game Developers Conference, March, 2000.
14. Eugene F. Provenzo, Jr., Video Kids, Harvard University Press, 1991.
15. The term “transgression” used in this sense, has been popularized by Eric Zimmerman, a noted and highly original game designer.
16. Henry Jenkins, “Ambushed on Donahue,” online at Salon.com at http://www.salon.com/tech/feature/2002/08/20/jenkins_on_donahue/index.html August 20, 2002
17. Ibid.
18. Noah Falstein of The Inspiracy, is the designer of numerous computer games, including several for Lucas Arts.
19. Jenkins, op. cit.
20. JC Herz, “Learning From The Sims,” The Industry Standard, March 26, 2001
21. Jenkins, op. cit.
22. Frank “Candarelli” Multari, online review of GTA3 at http://www.gta3.com/index.php?zone=review1
23. Ibid.
24. Grossman and Di Gaitano, op. cit.
25. Among those psychologists who believe that exposure to violent entertainment is more likely to defuse than to stimulate aggression is Seymour Feshbach, cited in a study on Violence and the Media at www.freedomforum.org/publications/first/violenceandmedia/violenceandthemedia.pdf. The report says that “different schools of psychology hold widely differing views about what causes humans to be violent and aggressive.”
26. Marc Prensky, “Why Games Engage Us” in Digital Game-Based Learning, op.cit. and online at www.marcprensky.com/writing/default.asp
27. Bruce Springsteen, “No Surrender,” Born in the USA, Sony/Columbia 1984.
28. “George Lucas’ Vision,” online at www.lucaslearning.com/aboutus/about_george.htm
Marc Prensky is an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw-Hill, 2001). Marc is founder and CEO of Games2train, a game-based learning company, and founder of The Digital Multiplier, an organization dedicated to eliminating the digital divide in learning worldwide. He is also the creator of the sites and . Marc holds an MBA from Harvard and a Masters in Teaching from Yale. More of his writings can be found at . More of Marc’s writings on the positive effects of video games can be found at www.marcprensky.com/writing/default.asp.
marc@games2train.com