Taking a procedurally demarcated perspective on video games
is an interesting way of opening up the idea of games, turning it into a more
abstract concept. Even the word itself, games, invokes images of
non-productivity and wasted time. Instead, shifting the definition into an open,
rhetorically defined conceptual framework, allows for the understanding of
games to take in a wider dimension of meaning. Games such as SimCity are in some ways certainly videogames,
but in other ways can be seen as instructive templates for an understanding of our
world. Growing up, I would lose dozens of hours designing my metropolis. As
soon as my expansion seemed to be nearing completion, I found myself grappling
with old power plants, griping overtaxed citizens and special interest groups
all with an ax to grind. Although in many ways the financial advisor in the
game such as SimCity does not model reality, in some very important ways it
does. Creating a balanced budget is an important concept to grasp.
The potential of video games to be used as a learning tool
is often overlooked. The association with gaming is one of children with
nothing better to do and antisocial computer programmers. Perhaps these
generalizations are representative of the gaming population to a large degree,
but that does not necessarily have to be so. Remodeling a game such as SimCity,
Animal Crossing or even World of Warcraft to incorporate more realistic lessons
can potentially prove useful to society in general. There isn’t a reason in the
world that in a developed country where everyone has a computer we can’t have
basic mathematical concepts, economic drives and constraints, and the basics of
barter and trade taught through an interactive game. The market trading system
and World of Warcraft is an example of something approaching a decent analogy
to the stock market. Putting aside for the moment whether or not one believes
in the validity of the trading of stocks or the companies behind them, the idea
of a free market of the items traded between individuals and controlled by
supply and demand, is an interesting one to study.
The procedural rhetoric of video games can be defined in any
way suitable to the purpose of the game designer. This creates an open field
for exploration and new media. From games detailing political policy such as Take
Back Illinois, to detailed trainings of military ethics in combat, the
groundwork is already being laid for increasingly revolutionary hybridization
between learning and gaming. Breaking games out of the confines of the stigmas
associated with them is a necessary step in redefining the relationship between
the idea of games and the education of society.
Matt, happy to see you attempting to break out of the mindset that games and gaming are wholly frivolous! Given your interests, you might want to look into Jane McGonigal's book, Reality is Broken (for a short version, see her TED talk). There are also numerous "serious games" movements out there, from Games for Change to the Games + Learning + Society conference at UW-Madison. Worth checking out!
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