Being a little behind, I'm still feeling the effects of the latest TEDTalks, most notably Sir Ken Robinson's. One of the things he said struck me. It was a quote by another philospher but it goes like this, "There are two types of people in the world. Those who divide the world into types and those who do not." Now this was a joke in his larger argument, but it is interesting if we apply it to gaming. If we do divide the world into types of people, there are people that are enduring, and those that are enjoying. For the gamer, it would be enjoyment (gaming) and enduring (reality). Their time is split between a boring reality, and an engaging alternate universe. Sir Ken Robinson brought the idea that we are born with our passions. Schools should act as the choosing ground, creating a space where a person can find their passion, which seems to be inherent in all of us.
The gaming theory that we looked at before seems to show differently. There is not an inherent passion that makes us jump out of bed, but rather the emotions tied with that passion. So, anyone can find this joy in life if they know how to trigger those emotions. And again, these emotions are a tight social fabric, blissful productivity, epic meaning, total empowerment, and urgent optimism. All these emotions found and linked to gaming are also the emotions that are linked with a pressing passion.
What this unfortunately seems to mean is that even the most boring job can be made awesome and empowering by embedding a game into it, and even a worker stuck in the pits of an accounting building can feel special and feel like their work has epic meaning. What matters is the reward. Right now, we can't see the reward, or we can, but we can't see how we can accomplish it.
In the finale of her argument, McGonigal showed her conception of how to make reality into a game. If I remember correctly, the two examples they had been working on were: what to do when an apocalypse comes, and how to be a social innovator. As I looked over her examples, I kept thinking to myself, "there's no way I'm going to play those." And this is coming from a pretty avid gamer, who doesn't shy from eighteen-hour gaming binges fueled by Code Red. The reason why, which jumps out at me right away, is that someone wants me to learn something from this game, that there is an ulterior motive to my gaming. Right away that ulterior purpose shuts down my gaming tendencies. So, the problem, at least mine, is that my choice, to escape from reality, is not being honored.
Going back to the education model that Ken Robinson is proposing, we see a possible solution. These games could work if they were tied to the gamer's free will. We have to feel like we are making the choice to play it, and the trickery involved (us actually learning something or buying something) is the repercussion that we accept for the fun involved.
This is a really interesting concept though and I'm just barely touching the surface right now..