[Editorial]
Can Gaming's Powerful Pull Get Kids Into Engineering?
Mark David
ED Online ID #15778
June 21, 2007
Copyright © 2006 Penton Media, Inc., All rights reserved. Printing of this document is for personal use only.
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It may seem ironic that today's most advanced chips are designed for what some
might say is our most trivial of pursuits—gaming (see "Games Flourish In A Parallel
Universe,"). Yet video games exert a powerful force, not only in the world of
electronic design, but also on the psyches of our younger generations.
I'm a bit too old to be much of a gamer. Growing up, I could only spend so much time with
Pong. But I vividly remember the lure of those
first arcade games—Space Invaders, Pac-Man,
and racing games. Still, any addictive tendencies
were tamped down by the requisite pile of quarters to play.
I've never dedicated enough time to any of the home gaming consoles to master all those fast-action button combinations. The Nintendo Wii, with its "natural motion" controller, was supposed to be the thing that would hook non-gamers like me. But after an
initial "wow, this is cool" burst of play, our Wii has been mostly
gathering dust. It would be nice to competently compete with my
son—a natural born gamer. But he's been so good from such an
early age, my learning curve is all the more frustrating.
Joe, who is now 14, seemed drawn to gaming from the day
he was born. I can remember him pretending to game when he
was too young for his own gaming console, inventing imaginary
controllers out of anything that had a lever or buttons. Like a
lot of kids, gaming became his main social activity. When Joe
gets together with friends, they game.
I can understand the pull. Joe and his friends get to explore
exciting fantasy worlds and learn and prevail in challenging
predicaments. And the graphics are amazing. I'm awed by both
the hardware and software that renders these alternative universes. But like a lot of parents, I wonder about the consequences of too much gaming.
On the one hand, I figure, what is it hurting? Joe is a great
student and a motivated athlete—recently chosen "student of
the marking period" by his teachers. He isn't exhibiting any of
the Center for Online Addiction's warning signs:
- thinking about gaming during other activities
- gaming to escape from real-life problems
- lying to friends and family to conceal gaming
But there's no doubt gaming has a powerful psychological
effect. Tetris, the simple yet mesmerizing game involving
falling shapes, seems the most studied—apparently because
players commonly dream about those shapes. Harvard Medical School's Robert Stickgold used Tetris to study how the brain "defragments" memories during sleep, filing the important ones and clearing the trivial.
Stickgold found that video games permeate
dreams because they create "perceptual memories," i.e, they're perceived as "first-hand"
experiences.
GETTING HIGH ON TETRIS
Another Tetris study at the University of
California, Irvine, showed that gaming raises
cerebral glucose metabolic rates (GMRs), meaning
a huge boost in learning and brain energy. Wired magazine
explored whether gaming is an "electronic drug," noting "the
elevated ‘GMR' high is why you get wired after hours of play."
But apart from brain chemistry, my real concern is that time
spent gaming doesn't seem the least bit creative or intellectually stimulating. After all, these first-hand experiences are limited to what somebody else has already programmed and compiled. And since Joe says he wants to be an inventor, I wonder
how sitting around flicking a joystick is ever going to be the
path to scientific discovery.
When I voiced these concerns in a previous column (along
with musings as to whether gaming could be a good draw to
get kids into engineering), I commented that I couldn't buy Joe
a kit to build his own gaming station. Well, I heard back from a
number of you readers telling me to check out the Hydra Game
Development Kit (see figure) designed by Andre Lamonte of Xgame Station
and sold by Parallax.
One reader, Phil Pilgrim, called Parallax's products "a tinkerer's delight," noting that the company's robotics kits have been
mainstays of the educational and hobbyist market for years.
Xgame Station was designed with a mission to "educate a new
generation of hardware and software hackers in the nitty-gritty,
low-level world of hardcore game development."
That all sounds great, and I want to get Joe one of these kits.
But clearly it's not a given that an attraction to playing video
games will correlate to an interest in developing them. The
Xgame Station aims to tap the "best ideas of history's most
prolific hardware" and allow "immediate results and immediate fun, allowing users to put graphics on the screen in a few
tight lines of code." Whether that can compete with fighting
the monsters in Darkwatch remains to be seen.
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