Life like video games?


Video games may be considered adolescent, but imagine if our lives were like video games where you constantly get rewarded for small accomplishments? Great, no?

ALWAYS looking to validate my gaming addiction, I checked out TED talks – everyone’s go-to source for out-of-the-box, forward-thinking smart talk to drop at dinner parties – to see if I could find any ammunition.

As usual TED talks didn’t disappoint.

A speaker named Jane McGonigal, an American game designer (and a woman as well, meaning she gets her choice of gaming geeks), not only argues that video games are good, but goes as far as to advocate spending more hours playing video games because that will make the world a better place.

That’s definitely an argument that I can get behind.

McGonigal argues that games like World Of Warcraft encourage users to tackle seemingly insurmountable tasks, and not only do players accept these epic mission but they work hard to achieve it. She then hits us with the crazy-sounding stat that collectively we have (some of us more than others) spent 5.93 million years playing World Of Warcraft.

World_of_warcraft_89Did you know that homo sapiens have spent a total of 5.93 million years alone playing World of Warcraft? Makes you wonder what Darwin would have thought of this feat

McGonigal then puts that in perspective by saying 5.93 million years ago, humans stood on two legs for the first time.

Playing video games for the same amount of time that it takes a species of primate to go from dwelling in trees and dining on insects to building metal mega-cities and flirting with space travel really does put things into perspective. Yeah, suddenly that seems like a heck of a lot of wasted time on gaming.

But McGonigal is undaunted, saying the amount of time a person spends on video games by the time they are 20 years old is 10,000 hours, the same amount of time that that person will have spent in school – and also, incidentally, the same amount of time author Malcolm Gladwell cites as necessary for someone to become really good at something. To quote rapper Macklemore, who was basically quoting Gladwell, “The greats weren’t great because at birth they could paint; the greats were great because they painted a lot.”

Well, McGonigal is saying we’re playing a lot of games, but what is it exactly that we’re getting good at?

She’s not quite sure but she knows gamers are Super Empowered Hopeful Individuals. Yeah, SEHI is the acronym for that. That doesn’t really roll off the tongue.

She then goes on to conclude, somewhat uninspiringly, that if we could only create educational games we could start to harness some of the millions of years we’ve wasted on games.

Yeah. Except McGonigal forgot that educational games are pretty much terrible across the board.

It may seem like I’m denigrating McGonigal’s talk but what I really found interesting was the idea that we are in a period of mass exodus into gaming. There are 500 million gamers in the world, and this number is only growing.

McGonigal talks a bit on why games are so inviting, basically saying that it’s because reality sucks. She’s right.

In games, at any moment you could gain any number of seemingly random achievements.

Your characters can gain in skills any time. Maybe you’re attacking zombies, and suddenly get a +1 strength. Jumping over barrels, +1 agility. Read a science book, +1 science. Basically video games give us a ton of positive feedback. What if life was like that, McGonigal quips. The crowd laughs.

But seriously, what if life was like that?

What if when I submitted this article, I received the 60th Article Submitted but only 4th prior to the Official Deadline Achievement? What if we could get the Constant Bus Rider achievement for taking the bus for the 100th time? What if at work we didn’t get rewarded for huge seemingly unachievable goals but for small daily completed tasks?

Wouldn’t it feel great to field a call from an irate customer, hang up, and get the 50th Complainer Customer Achievement? At least it’d put a positive spin on an experience that is otherwise fairly unpleasant.

With smartphones and their ability to track our movements and activities, it’s not very far-fetched to think that this sort of reward system could become possible sometime in the near future, while employers would probably be able to implement some sort of reward system right now. Not that I want this kind of reward system to be used by corporations to manipulate people into work, but it’s sort of inevitable, isn’t it?

It works so well in video games to hook people.

The entire idea of “gamifying” life may sound nuts but if we’ve spent 5.93 million years playing video games, games are doing something right. Maybe it’s time for life to imitate art.

And if this idea sounds like something that would come from a Super Empowered Hopeful Individual, then maybe McGonigal is on to something.

Big Smile No Teeth
By JASON GODFREY

> Jason Godfrey can be seen hosting The Link on Life Inspired (Astro B.yond Ch 728). Write to him at star2@thestar.com.my.

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A father’s lament: The real world is not a game!


Learning should be fun, but that doesn’t mean we should be trying to hook kids into playing computer games that just happen to teach.

There was something about the Mama Bear family tech conference a week ago that creeped me out. I am the father of a 5-year-old boy, and perhaps a third of the people at this conference were trying to build apps for him. All the apps were well-intentioned. All were, at some level, educational.

Still, all the apps felt wrong to me. I wanted my son to have nothing to do with any of them.

I’ve been trying to understand why these educational apps were getting under my skin to this extent. It’s not like I’m anti-technology when it comes to my child. He plays Angry Birds. We watch TV (together). He’s a child of technology; how could he live in my house and not be?

A psychiatrist friend, listening to me rant about how these apps are trying to wilt my son’s brain, sympathized, but not completely. Yes, he said, computer games can be addictive. In fact, in his opinion, teaching kids to expect the world to work like a computer game deprives them of learning real-world life skills.

But, he said, a truly good educational app can be effective like a book, or a teacher. You can’t stick everything that pops up on a kid’s iPad into the “evil” category.

So where are the really good apps?

The Vinci Tab II is an Android tablet preloaded with educational software for kids up to 5 years old.

(Credit: Rafe Needleman/CNET)

A few days ago, I handed my son a Vinci tablet to try out. This is another well-intentioned product for young children. It comes with pre-installed educational games carefully geared to kids up to about my son’s age (actually he’s a little old for it, but I occasionally make him earn his keep as a product reviewer).

I had the same feeling of foreboding about this product as I did about many children’s apps I see. The Vinci reinforced this, unfortunately. While the game did in fact have educational payloads, the mechanics were, for the most part, dumb. How does pressing a button at exactly the right time to jump over a beach ball on-screen teach anything but how to operate a game, no matter what the game says it’s supposed to be about?

The boy liked the tablet and its apps. But it’s how he liked them that bothered me. The software sucked him in, and whatever lessons it tried to teach him were obstacles that seemed about as interesting as the flatly drawn beach balls. The real red flag came when I told my boy it was time to put the tablet down. He was so dialed in to the game mechanics that he panicked. He wasn’t in learning mode, he was in addiction mode.

Did he retain the factoids and basic math and spelling skills he learned while playing? I think so. But I don’t want him learning this way.

There is hope, though.

On the DIY app, kids snap pictures of their projects. On the Web site, shown, family and friends can award badges.

(Credit: Screenshot by Rafe Needleman/CNET)

Yesterday, I read about the launch of DIY, a site and app for kids that’s supposed to be a social destination for them to share their creative projects. They upload photos of stuff they’ve designed, built, written, or drawn, and then their friends and family members can award them badges.

Something about this site appealed to me as a father. Why was it better than all the learning games, with their impressive educational pedigrees? I couldn’t put my finger on it. So I called up DIY’s CEO, Zach Klein (formerly of Vimeo). Klein isn’t a father himself, but he understands the child’s mind. In a few words he crystalized for me what I find distasteful about most kids’ programming.

“They are gravity-fed,” he says. “There’s a path of least resistance to get to the next screen.” The player’s job is to find that path, he says. Games like this “infantilize children.”

The real world doesn’t work like this. There are no shortcuts in life. You don’t get a big reward for each tiny action. Real rewards take real work.

DIY, he says, “gives children more responsibility than they are used to, not less.” And the rewards aren’t programmed. They come from peers and family. “We want kids to feel satisfaction, but we’re suggesting it will take time and craft and love to earn it.”

DIY is in a very early stage, and is too basic at the moment. In the interest of protecting kids, there’s no personal information anywhere on the system; kids’ identities are masked behind handles, and if a family member awards a kid a sticker, the kid can’t see who it came from. But the thinking of DIY is right, at least to me: Encourage kids to engage with the real world. Use social-networking mechanics to reinforce it.

I loaded the DIY app on to my old iPhone 3G. I plan to let my boy use the app on this device without supervision. It’s the first app I’ve seen that passes that test for me. I’m not sure he’ll use it, but I bet he will. And I like it, because it’s an accessory to his physical world, not a replacement for it.

by by  Rafe Needleman

Rafe reviews mobile apps and products for fun, and picks startups apart when he gets bored. He has evaluated thousands of new companies, most of which have since gone out of business. Feeling lucky? Send pitches to rafe@cnet.com. And watch Rafe’s tech issues podcast, Reporters’ Roundtable.

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Cyber addicts, angry mum sets up ‘rehab’ centre for you!


KUALA LUMPUR: She was furious to find her son at a cybercafe, engrossed in his game, when he was supposed to be at rugby practice in school.

But what shocked Zaridah Abu Zarin, 39, even more was seeing children, some as young as four, completely absorbed in playing online games.

 Sunday matinee: Zaridah (left) and Wong (right) watching a movie with youths at their centre in Bandar Sri Damansara Sunday.

Moved by what she saw, Zaridah decided to set up a centre with her business partner, Michelle Wong, to help youths and children overcome their addiction to Internet games for free.

“There were also four children, squeezing in one seat, just so that they could share the computer in the cybercafe,” said the KidQ daycare centre director at Bandar Sri Damansara here.

Wong, who is also a director at KidQ, said the centre, named “U”th Community Centre, that started yesterday, would be a place for children to participate in enjoyable and productive activities.

“There’s more  meaning to life than going to the cybercafe. One of our immediate steps is to conduct an intervention for children addicted to the Internet at cybercafes.

“Since we run a daycare centre, we have the facilities to allow youths and children to conduct activities,” said the 47-year-old.

Wong said she and Zaridah would ask the children about their interests and match them with suitable activities.

“With our background in childcare,k we can also find professionals to coach them and help them with job placements in future,” she said.

Zaridah said if things went well, they would like to expand the centre to reach out to children in different areas.

By YUEN MEIKENG meikeng@thestar.com.my

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