Tuesday, December 18, 2012

Notes on Spark 198: Brontobytes, Babysitters, Gamification

  • The show 
  • Diane Zorn points to studies that show that gamers learn leadership skills, how to be a team player, etc.  I'm not a gamer so I look at this proposition with skepticism.  Games are purposefully designed to keep the player engaged even when they "die" or fail.  Real-life is not like that:  setbacks like a failed project, losing a job, getting ripped off are not part of any grander scheme.  While the ultimate level or goal of a game may take weeks to achieve, much like real-life projects or endeavors, in a game, along the way, there are many smaller accomplishments specifically designed to entice the gamer to keep playing.  Real-life doesn't normally have instant gratification built into it, and when it does, it usually is bad for your health.  
  • While I think that gaming does help with certain intellectual development and problem-solving skills, I worry for my toddler, who will probably be gaming in the future, that he may miss learning to cope and tough it out through adversity, to deeply concentrate and organize thoughts outside of a game situation, and to truly bounce back from real-world failure, if he spends too much time gaming.  
  • In another part of the podcast, where Nora Young interviews Elizabeth Lawle, they talk about intrinsic and extrinsic rewards.  Extrinsic rewards are grades, year-end bonuses, etc.