Read this today:
"In a new eBook titled The Demise of Guys: Why Boys Are Struggling and What We Can Do about It, Zimbardo and his coauthor psychologist Nikita Duncan paint a dire picture of dudes in this country, asserting that boys are increasingly failing to measure up academically, socially, and sexually. The blame, they say, lies with the Internet, television, and video games. According to their view, a new Lost Generation has grown up, addicted to arousal and constantly seeking stimulation and novelty through digital means: "The excessive use of video games and online porn in pursuit of the next thing is creating a generation of risk-averse guys who are unable (and unwilling) to navigate the complexities and risks inherent to real-life relationships, school and employment." More young men are supposedly languishing in their parents' basements, aimless, asocial, and out of touch."
"Addicted to arousal," is an interesting phrase. As if new technology created that problem, instead of new technology tapping into this old problem. I believe spirituality has the best answers for that.
Jane McGonigal thinks we should play more games. The emotions in gaming, the intense concentration, there's optimism and a feeling of accomplishment, beyond the threshold of what is imagined, an "epic win". "I'm not good at life," is a problem for gamers. They're not as good in life as in games. They feel people are at their best in games. Her point is that we need to move this gaming stuff into the world. She talks about The World of Warcraft. She thinks we're changing evolution, to be more collaborative and hearty species. The old ten thousand hours thing is brought up. Turns out school ends up being over ten thousand hours. She references the Malcome Gladwell theory of ten thousand hours to success.
She thinks games give;
1. Urgent Optimism
2. Tight social fabric: Development of trust, cooperation
3. Blissful productivity: It's usually a part time job
4. Epic Meaning
The mass exodus to virtual worlds makes perfect sense, it is rational. But it's not optimal.
She discussed the creation of a game to survive a famine in history (Herodotus). After 18 years the famine didn't abate. So they played a game, and half of the others had to go. Warcraft has been going on for 16 years. She thinks by playing games we can solve real world problems. She created World Without Oil. She created more games. Evoke is one. Unfortunately it's recommended for 13 and up.
Of course face to face contact is important, but I like the question: How do we harness this energy of gamers for the good of mankind? I'm going to check out Evoke.
"In a new eBook titled The Demise of Guys: Why Boys Are Struggling and What We Can Do about It, Zimbardo and his coauthor psychologist Nikita Duncan paint a dire picture of dudes in this country, asserting that boys are increasingly failing to measure up academically, socially, and sexually. The blame, they say, lies with the Internet, television, and video games. According to their view, a new Lost Generation has grown up, addicted to arousal and constantly seeking stimulation and novelty through digital means: "The excessive use of video games and online porn in pursuit of the next thing is creating a generation of risk-averse guys who are unable (and unwilling) to navigate the complexities and risks inherent to real-life relationships, school and employment." More young men are supposedly languishing in their parents' basements, aimless, asocial, and out of touch."
"Addicted to arousal," is an interesting phrase. As if new technology created that problem, instead of new technology tapping into this old problem. I believe spirituality has the best answers for that.
Jane McGonigal thinks we should play more games. The emotions in gaming, the intense concentration, there's optimism and a feeling of accomplishment, beyond the threshold of what is imagined, an "epic win". "I'm not good at life," is a problem for gamers. They're not as good in life as in games. They feel people are at their best in games. Her point is that we need to move this gaming stuff into the world. She talks about The World of Warcraft. She thinks we're changing evolution, to be more collaborative and hearty species. The old ten thousand hours thing is brought up. Turns out school ends up being over ten thousand hours. She references the Malcome Gladwell theory of ten thousand hours to success.
She thinks games give;
1. Urgent Optimism
2. Tight social fabric: Development of trust, cooperation
3. Blissful productivity: It's usually a part time job
4. Epic Meaning
The mass exodus to virtual worlds makes perfect sense, it is rational. But it's not optimal.
She discussed the creation of a game to survive a famine in history (Herodotus). After 18 years the famine didn't abate. So they played a game, and half of the others had to go. Warcraft has been going on for 16 years. She thinks by playing games we can solve real world problems. She created World Without Oil. She created more games. Evoke is one. Unfortunately it's recommended for 13 and up.
Of course face to face contact is important, but I like the question: How do we harness this energy of gamers for the good of mankind? I'm going to check out Evoke.