This week, we covered digital blurring which is the incorporation of the personal use of technologies into the real world for things such as problem solving and teaching
Jane McGonigal, an online game designer, believes that the integrated use of video games and the gaming culture into the real world, can be the key to solving problems such as climate change and poverty. By using the medium of online games, she believes that if we change the subject matter of those games, to a real world scenario (her games World Without Oil, and Superstruct), that gamers will use those skills and apply them to these real world problems. They will then take these skills that they have learned, and apply them in everyday life. “Gamers are a human resource, that we can use, to do real world work. Games are a powerful platform for change” (McGonigal J, 2010)
While this view might be seen as radical, Hobbs, Brown and Gordon write “with careful planning the intrinsic properties of the virtual world can inform transferable skills and provide a rich case study for learning” (Hobbs, Brown & Gordon, 2008). While their view is on a smaller scale, and talks about using gaming skills in the classroom for higher educational rewards, their idea works along the same line as McGonigals.
Brown. E, Hobbs. M, Gordon. M. (2008). Using a Virtual World for Transferable Skills in Gaming Eductaion. Retrieved from http://www.ics.heacademy.ac.uk/italics/vol5iss3/hobbsbrowngordon.pdf
McGonigal, J.(2010). Gaming can make a Better World [VIDEO]. Retrieved from http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world