Games, especially video games, have always been a big part of my life, both when I was young and now with my family. We all know that games are an important part of growing up, and despite the bad rap that video games get they can be a very positive experience, too.
Over the past few years, I’ve also been contemplating the role games, including video games, influence our life and work. In my “to blog” list, I have a draft, started about 3 years ago, called “Welcome to the World of KnowledgeCraft”.
A couple of days ago, Hacking Work posted this TED Talk from Jane McGonical in which she tells us that if we want to solve the world’s big problems — hunger, war, environmental devastation and more — we need to be gaming more.
Time to dust off that draft and add my own thoughts.
I’ve had a strong interest in video games on a personal level for many years (see this page for some of my thoughts). More recently, I’ve become interested on a professional level in the potential for games to be used to support learning and other ‘serious’ purposes – hence the name “Serious Games“.
I see the techniques and technologies of video games playing an increasing role in helping to close the work literacy gap. This is especially true as games and systems become increasingly “network ready” and the games become more multi-player and social.
Commenting to a story in the Wall Street Journal, the Educational Games Research blog writes in the post PSP Mini-nets Show Small Group Potential:
The possibilities of harnessing the mini-net features of the PSP are striking. Small groups could be set up with the PSP to tackle a project together in an educational game. Excluding other players from the groups would allow a room full of students working on PSPs to organize into teams working on objectives within the game.
This is obviously a very small-scale, artificial (ie, classroom) situation, but it does show the potential of “social” games to help teach, and to help learn.