As we move into a society where virtual interaction with objects in cyber space dominate a child’s interactions, and mind driven imagination is rarely noted, how is this affecting are society. Often the concepts of how video games affect young minds is explored in the context of violence, but rarely is it discussed on a world-wide scale how it affects education. James Paul Gee addresses this very subject in his book What Video Games Have to Teach Us About Learning and Literacy.
“I was born in 1948. So, for heaven’s sake, what am I doing playing video games and, worse yet, writing about it?” Gee asks himself this question in What Video Games Have To Teach Us About Learning and Literacy. Gee defies the common perception that video games are a waste of time, amongst people of his generation, and embraces video games as a medium to teach us about learning and literacy. Gee breaks down the concept of learning by defining the many processes necessary to learn. Gee claims that video games have something to teach us because they engage the player in the many principles of learning during game play. In the end, Gee claims that video games in three ways. First, that they excite “learning to experience (see and act on) the world in a new way.” Second, that with video games we are “gaining the potential to join and collaborate with a new affinity group.” And finally, video games are helpful to “ developing resources for future learning and problem solving in semiotic domains to which the game is related.” The author focuses so heavily on discussing how video games teach us that he fails to discuss what they teach us. With this failure to discuss what video games teach us, Gee is merely using video games as a medium to explore the process of human learning, as opposed to what video games have to teach us, as he claims.
“Problem of content” is one of the many terms Gee addresses and defines. Gee describes the “problem of content” as, “work that does not involve such learning is ‘meaningless play’.” Gee attempts to dispute the perception that video games fall into this category of lacking content. He describes games such as Pikmin, where the central character controls an army of little red orbs, and Max Payne, a first person shooter. Using the claims of the author himself, what do these games teach us? Well in the instance of Pikmin, we gain experience utilizing an army of little orbs to find pieces to an alien spacecraft. This is not applicable learning in a human environment. In theory, Gee’s idea about video games having the ability to teach us is true. The “problem of content” stands in between video games teaching players in Gee’s sense, and what they actually teach us. If video games really did teach people about learning and literacy, then they would not have the same entertainment value. They do have the capability to teach us as described by Gee but no game player wants to engage in video games in the way gee describes. Therefore, the content of video games reflect the desire of the players and lacks the content that is required in order for Gee’s theory to be applicable.