The majority of positive debate about games is assimilationist. It attempts to explain what players are and what they do within the game-studies canon and is often autobiographical in nature. This focus on differences in the nature of reality isn’t particularly useful or informative if you’re a parent, or instructional if you’re a teacher.
For parents, talking about their children’s obsession with Minecraft is the reality. This belief is key, and is a product of irrationally constructing this belief (from the multiple meanings possible) — as media consumers. Their own construction of a safe-useful-productive ‘technologically mediated’ lifestyle is as consumers. Having been subjected to media-messages their whole lives, they focus on the individual child’s actions, responding emotionally to a conflicting array of images and messages which informs them of what successful, healthy parenting looks like. The behavioral response solicited from the media is choose this and reject all others. It’s annoying when children don’t reject it and when you find out why they reject it, it becomes alarming.
We know that product symbolism is an increasingly important strategy in marketing and that it targets families. Using Belk’s (1988) consumer theory of the “extended self” rather than the more common “the second self” from media theory, I suggest that seeing her as a player, where she creates and uses a game character (avatar) to interact with the biome is incorrect. She is using the game as an extended self to reproduce what she knows and is curious about. She has little fascination with the representation (character), but deeply interested in what it can (do) as a result of her interactions and ideas. Put simple, it’s a way of playing “families”.
The power and significance of saying “I’m a Minecraft player” is symbolically important. Parents might say “she plays Minecraft too much” because they are trying rationalize and predict her consumption as an individual. This has a calming effect, as it glosses over the all important factor of her being part of the consumer community which parents introduce children to as a natural part of contemporary life. This means that she is using Minecraft to reproduce what she sees around her as real life and test it’s plausibility and believability. She is not playing because she is extraordinarily gifted, frustrated with school, or trying to escape reality (which is not broken). She’s playing because it’s a way to reproduce her life through play (naturalistic) and understand the complex media communications between adults and adults and computers as they go about their own lives.
She’s playing Minecraft as an extended self, which she has more power and control over the inputs and outputs of the synthetic world than she does outside the game. The consumer society is weird to kids, with helicopter parenting, bluetooth cupholders and endless Facebooking of food. None of that feels as normal as parents assume it should.
If she’s playing too much then this is likely to be somewhat of a mirror to the overall family consumption (or avoidance) of media and technology, not because she’s addicted or trying to escape reality. Let me pick up on that. Reality is not broken as McGonigal claims. McGonigal focus on the individual as being “not good at life” which is fundamentally misleading as it treats game players as a minority discourse from the outset. Reality for children are parents hooked on consumer culture communities such as Facebook and Twitter and as such see themselves as part of a global culture which seems to combine corporeal and synthetic communications — and that is something that kids then feel they need to learn (to be a good kid) which frustrates parents rather than pleases them — as kids tend to be allowed games.
I argue that Minecraft in schools is more about the teachers own relationships with consumer culture communities as it is about learning. She’s not playing Minecraft to learn in school, she’s playing to reproduce what she believes is the reality adults create or want, and therefore Minecraft is creates further pluralistic confusion. Teachers of course follow the assimilation canon, claiming that Mincraft is “good learning” and that it should be “part of learning” by which they mean, their preferred lifestyle. No one is wondering how this affects kids already confused by the technologically mediated consumer society.
My hypothesis is that parents who complain their kids are hooked on Minecraft have themselves been assimilated deeply into consumer culture though buying and using products such as the iPhone and iPad — that they don’t see the significance of their child’s play. She’s playing Minecraft as a way to make sense of the most important things in the world — her parents — and is confused about why parents choose one media over another, which is bad, which is good and so on. To get her off Minecraft means getting off Facebook and Instagram, putting the phone down, turning off the TV and co-playing consistently over a long period of time. Minecraft is a mirror of our lives, and we don’t always grow old gracefully do we?