Katie Salen, ed., "The Ecology of Games: Connecting Youth, Games, and Learning"

The first book that I read in the series of MacArthur/MIT Press’s Digital Media and Learning series was “The Ecology of Games: Connecting Youth, Games, and Learning,” edited by game designer and educator Katie Salen (open access version here). As with the other books in the series, it’s a very important contribution to the scholarly literature of a nascent field. (I’ve come back to Salen’s work just as Urs Gasser and I are turning in the final, final version of our forthcoming book, Born Digital.) “The Ecology of Games” is an excellent primer on where innovation is happening at the intersection between games and learning and where future avenues for research offer promise.

The first essay, Salen’s “Toward an Ecology of Gaming,” sets the frame for the collection. She recounts, helpfully, those things that “we” know already: “… that play is iterative as is good learning, and that gaming is a practice rooted in reflection in action, which is also a quality of good learning. We know games are more than contexts for the production of fun and deliver just-in-time learning, the development of specialist language, and experimentation with identity and point of view. We know games are procedurally based systems embedded within robust communities of practice. We know that video games and gaming have done much to shape our understanding and misunderstanding of the post-Nintendo generation, and hold a key place in the minds of those looking to empower educators and learners. Beyond their value as entertainment media, games and game modification are currently key entry points for many young people into productive literacies, social communities, and digitally rich identities.” (pp. 14 – 15) She ends her chapter with five unanswered questions, each worth reflecting and working on. (p. 15)

James Paul Gee‘s “Learning and Games” gives an overview of what “good game design” can “teach us about good learning” and vice-versa (p. 21). He offers these insights through what he calls the “situated learning matrix.” (pp. 24 – 31) The most illuminating part of his essay for me was the discussion of the ways in which young people form cross-functional teams within gaming environments — and his view of the excellent training opportunities these contexts could hold in terms of training them for workplace experiences. (p. 33)

In “In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids’ Lives,” three authors (Reed Stevens, Tom Satwicz, and Laurie McCarthy) take up a great topic: “whether playing these games affects kids’ lives when the machine is off.” (p. 41) The key insight for me was the notion of identity: “… young people are indeed forming identities in relation to video games. The idea that they can do things in the game that they cannot do in the real world is only part of the story; the other half is that they hold actions that they control in-game in regular comparative contact with the consequences, and morality, of those actions in the real world. Actions in games, then, are a resource for building identities in the real world, occurring through a reflective conversation that takes place in-room.” (p. 62)

“E is or Everyone: The Case for Inclusive Game Design,” by Amit Pitaru, followed a different structure than most other essays in the series. It’s told as a story about the researcher’s time with students at the Henry Viscardi School in Albertson, NY, a “remarkable school” that “educates approximately 200 pre-K to twenty-one-year-old students with a variety of physical disabilities and medical needs.” (p. 68)

Through this narrative, Pitaru offers insights on many levels. The essence of the argument is that a lack of play among children poses dangers, many of which can be avoided through digital games when set in the proper context. Pitaru claims further that digital games “provide a viable complementary activity to existing mediated forms of play” for children with disabilities.” (p. 85) I wondered, at the end, how many educators would agree with Pitaru, and where other experimentation is happening.

Mimi Ito, as usual, offers an extraordinarily helpful essay. If you read any single essay from the DML series, read this one: “Education vs. Entertainment: A Cultural History of Children’s Software.” The topic is genres of participation. She tells a story about “commercial children’s software, designed to be both fun and enriching, lies at the boundary zone between the resilient structures of education and entertainment that structure contemporary childhoods in the United States.” (p. 89) Ito gives an instructive history of the development of games for kids along with a genuinely useful analytical frame and a clear conclusion. She writes, “If I were to place my bet on a genre of gaming that has the potential to transform the systemic conditions of childhood learning, I would pick the construction genre.” (p. 115) Here’s to tinkering (and to Mimi’s great work).

In “The Rhetoric of Video Games,” Ian Bogost makes an intriguing argument in favor of “procedural rhetoric” via games. In his view, this approach could enable the questioning of the values behind certain professional practices instead of their blind assumption. (p. 130) I’m not sure I completely got his argument, but it was useful and provocative to puzzle it through.

Anna Everett, the editor of another volume in the series, and S. Craig Watkins offer a counterpoint to much of the rest of the book, exploring ways in which games and other immersive environments are not always socially productive. (p. 143) It’s a helpful reminder and a useful link to the DML series book on race.

The most interesting data that is presented in the book comes from the private sector: Cory Ondrejka, then of Linden Labs/Second Life and the Annenberg School (now headed to an exciting new job…), points out some usage statistics about SL in “Education Unleashed: Participatory Culture, Education, and Innovation in Second Life.” The most striking — and hopeful — figure was his note that 67% (sixty-seven percent) of respondents to a survey of Teen Second Life users “had written at least one program using the scripting language.” (p. 239) Of course it is a tiny sample (384) of self-selected young people, but the tinkering spirit that Mimi Ito highlights in her essay is alive and well in the people that Ondrejka heard from.

Barry Joseph, director of Global Kids, Inc., wrote the concluding essay on “treating games as a form of youth media within a youth development framework.” His notion of game design as an element of making meaning through the creation of structures is a great addition to the thinking on semiotic democracy that I think is so crucial in this literature. His theory is well-grounded in experiences he’s had with Global Kids, working with teachers and students and corporate supporters, which gives the piece an important series of links to reality that is often missing from our scholarly literature — without giving up the theoretical side.

Salen, Ito, Ondrejka, and Joseph’s essays, among others in the book, led me to a conclusion out of the book: in some contexts, great forms of learning may come for some students using well-designed games, primarily of the construction genre. There’s not yet sufficient evidence here, in my view, to turn over our entire educational system to games and virtual worlds, but there’s plenty to learn from what some young people are doing in these environments during school time and otherwise.

Learning Race and Ethnicity, in the MacArthur Foundation/MIT Press Series

Learning, Race and Ethnicity: Youth and Digital Media is the fourth book I’ve read in the MacArthur/MIT Press Series on Digital Media and Learning. This volume, edited by Anna Everett, is the furthest from my own field — law — and, for me, the most challenging.

Prof. Everett’s opening essay, (which follows the excellent foreword by the series authors, as with each volume in the series), is an effective overview of what follows in the volume. She takes up the familiar debate about the term “digital divide” and why it now rankles more than it helps. She also reminds us that the old joke about how online nobody knows you’re a dog is no longer true, with the advent of rich media and other “advances” in digital technology and how it’s used. I was left, from her chapter, with one line resonating in particular: “the color of the dog counts.” (p. 5)

The rest of the volume consists of three clusters. Future Visions and Excavated Pasts is the first. Dara Byrne leads off with a piece on the future of race. She pulls in and incorporates a series of great quotes from message boards and other online public spaces; takes up (and takes on) John Rawls on the public/private question that runs through so many of our discussions of online life, (p. 22); and digs deep on the future of whether there will be dedicated sites for different races as we look ahead. The punchline is that yes, “minority youth must have access to dedicated online spaces, not just mainstream or ‘race neutral’ ones.” (p. 33)

Tyrone Taborn’s “Separating Race from Technology” is the other essay in this first cluster. Tayborn compares the likelihood of any group of students (“majority white or minority, rich or poor”) knowing Kobe Bryant and Dr. Mark Dean, the African-American engineer involved in IBM’s development of the first PC. His point is clear. As one of a series of possible solutions to the problem of too few minority youth having mentors and heroes in the technology world, Tayborn calls for Digital Media Cultural Mentoring (p. 56).

The second cluster of essays take up art and culture in the digital domain. Raiford Guins guides the reader through a tour of the ways that hip-hop culture, art, and use of technology come together online in the form of “black cultural production in the form of hip-hop 2.0.” (p. 78) It’s a must-read essay; heplful to read with a browser open and a fast broadband connection on tap. Guins has an intriguing segment on the future of the music label, among other take-aways (p. 69 – 70).

Guins’ essay is well-paired with Chela Sandoval and Guisela Latorre’s celebration and contextualization of Judy Baca’s work at the Social and Public Art Resource Center (SPARC) in LA. (One wonders why LA gets more than its fair share of intriguing digital media production experiments and narratives?) Among other things, Sandoval and Latorre challenge the notion of “digital youth” and the challenges of overly delimiting based just on age — a helpful reminder of a point too easily forgotten. (p. 85) In the final essay of the cluster, Antonio Lopez offers insights into (and concerns about) digital media literacy with respect to Native American populations, told largely in the first person.

Jessie Daniels opens the third cluster with a jarring piece on hate, racism, and white supremacy online. Daniels picks up on themes about the fallacy of colorblindness established in Anna Everett’s introduction. With a link to Henry Jenkins‘ work, Daniels argues for a “multiple literacies” approach to shaping our shared cultural future online and offline. (p. 148 – 50)

Yet more jarring, to me anyway, is Douglas Thomas’s piece on online gaming cultures, called “KPK, Inc.: Race, Nation, and Emergent Culture in Onling Games.” Thomas draws us into gaming environments only to reveal a culture of wild adventure, first-person shooter games, acquisition, treasure, money, and hate all rolled together. The crux of his argument centers on the “Korean problem,” (p. 163-4), a blend of bigotry, nationalism, and competitiveness. The racists that Thomas exposes “are usually Americans / Canadians and white” — and gamers. (p. 164) Along the way, Thomas distinguishes his approach from that of our Berkman colleague Beth Kolko. (p. 155-6)

The final essay, by Mohan Dutta, Graham Bodie, and Ambar Basus takes us in a new direction, further afield, toward the intersection of race, youth, Internet, health, and information. The authors synthesize a great deal of disparate information in unexpected ways. The essay left with an expanded frame of vision, and a frame that I never would have come up with on my own. Their punchline: “disparities in technology uses and health information seeking reflect broader structural disparaties in society that adversely affect communities of color.” (p. 192)

On balance, this collection of essays hangs together very well. Each essay takes a on strong point of view. Overall, the collection both informed my thinking and provoked more by raising hard issues about the impact of growing up online for race, ethnicity, identity, and health.