In recent years, access to media has undergone a transformation as mobile devices (e.g., smartphones and tablets) now allow families to provide their child with screen time opportunities throughout the day. One of the biggest concerns around this is the total time children spend doing it with the suggested message that they could/should be doing something else, such as playing sport, reading, homework or walking the dog – which is better for them. This assumes any of us can live in outside the media-machine anymore.
The media has been telling us the media (not theirs, the other guy’s media) is bad for society. Therefore, more screen time means more games, which will make you fat, lazy, anti-social and addicted to [insert seven deadly sins]. No longer can you only throw birds at pigs – or something like – you must also watch a movie about it while eating angry-birds popcorn and cola. It’s only a matter of time before Minecraft gets a movie … I mean, it’s a no brainer in terms of rendering power – and I bet Steve is voiced by that guy who played Lex Luther in Superman vs Batman.
This franchise consumerism becomes the media reality for children who endlessly sample and drop games. So kids are learning not to try harder, try again or get another chance … they are learning to quit and move on because it’s easy.
Rather then worrying about children playing games, parents should be worried about why 40% of children stop playing the game within 24 hours and despite all the micropayment options to ‘buy’ success (see raft of Internet articles about parents losing thousands of dollars on vitual game goodies) – the average ‘value’ of micropayment games is five bucks – ever. Where Jane McGoniswhatsername made a tidy fortune from her obligatory ‘gamification’ TED talk, painting an image of a generation of un-tapped gamers ready to save the world. Nope, the reality is that online games are wireless (app) games are played and rejected all the time. Kids are trying LOTs of games and persisting with FEW. PC games continue to be in decline and consoles need to invent new user experiences (ie – virtual reality headsets etc.,) to remain competitive with the ‘casual gamer’ phenomenon.
So where are we in education this week – still banging on about Minecraft Edumacation. The Australian game industry is expected to increase at a 7.3 percent compound annual rate to $2.4 billion in 2016 and what is the ‘innovation agenda’ – an hour of code, making up some games in OER applications such as Scratch and offering a STEM competition to students. Let’s be clear, Australia is: early adopting; good at making games; great at animation; is a multi-billion dollar part of the estimated $40 billion dollar global industry and we have one competition, for kids – about 4 in a group who will win some yet to be announced prize. At the same time, the government is talking about ‘innovation’ and STEM and politically campaigning on some ‘apply here’ funding for STEM projects — as though schools haven’t thought of it.
And how can I forget, the BIG one – schools are going to teach kids to swim too.
In summary, we have kids who play, but most drop out of in their first or second play session. We have a constallation of games with very little research to know which are good or bad for learning (or anything else) and we’re going to focus on a) making stuff in Minecraft Education (swoon) or doing an hour of code (off the clock) and hoping some teachers with run after school projects to win a (unknown) STEM prize for a game — which will almost certainly be edumacational.
It’s been a frustrating week in my head … or maybe I’m cranky as Overwatch beta closed. It’s time we addressed this — it’s time we stopped pretending and decided whether or not we want students to have a real in-school experience and shot at the interactive entertainment jobs (of the future) or not. Time, money and resources (a three word slogan).
p.s. Overwatch is out on the 23rd and you should buy shares in Blizzard before then (as if I know anything about the share market).