Liveblogging DiGRA Tokyo 2007: Mark Prensky keynote
Prensky takes us back to Gutenbertg (not to Bi Sheng in 1041 China)
Shows us the Help Desk monks learning the book interface.
a complex game takes 10-100 hours to complete, a Carnegie defined college course is 40 hours.
Presents Ben Sawyers Taxonomy of serious games (49 categories)
Wanted to know what to call it, Prensky and Falstien didn't like "Serious Games" proposed Social Impact Games but was judged to have too many syllables. He mentions Darfur is Dying, Peacemaker, Food Force, all as complex serious games. [look up Trailer Park Tycoon]
Cyberounds for Doctors, with a hoaky golf game approach
serious problem of serious games, no good way to monetize them, we need new business models
serious problem is that public acceptance is slow
"Don't bother me mom I'm learning" was written to try to address these two problems. No one would give him an advance, no one would publish it, no one would publicize it. All feedback was that no one wants to read a book that is positive about videogames. He persisted and found a publsher and has been able to get it translated.
Gives 4 main points of the book:
1.- Digital natives are different, they have an emerging online life.
2.- Their games are different super-quick games (micro-games
3.- Games are producing learning with engagement
4.- Parents neet to talk to kids to learn about what's going on
K-12 educators have discovered the book, to reach the educators it is imperatvie that we write with a simple, clear language that is free of jargon. Claims that teachers cannot – or wil not – navigate professional jargon. This strikes me as insulting to teachers, but it may be pragmatically correct.
Takes Gee & Schaffer to task for their academic language.
It would be useful to address questions that non-researchers have about game. The biggest question now is "do serious games work?" Claims that the best evidence we have is anecdotal (whispers in the audience claim that statement is not true), and that the best evidence is available in games for health.
Prensky boosts the book "Got Game" which lists what we productively learn within games. The "productivity" is one that reinforces predominant activities in western culture.
West Virgina and Konami studied exergaming value of Dance Dance Revolution. WIll roll out this year.
goes into his discussion about rapid change and its consequences. Cites Kurzweil and "The Age of Spritual Machines", Vinge "Rainbows End"
Help the public understand the value of serious games.
Questions:
Contests the evangelization, because my job is to serve the ends of knowledge.
Prensky responds that he doesn't advocate a prejudged advocacy, would just as soon want an honest - clear- assesment that something didn't work.
- Rafael Fajardo's blog
- Login or register to post comments
