Chapter five argues that good video games create what the author calls a "projective stance"-a double-sided stance towards the world in terms of which we humans see the world simultaneously as a project imposed on us and as a site unto which we can actively project our desires, values and goals. The author goes on to argue that a special category of video games allows players to enact the projective stance of what he calls the "authentic professional". Players who are "authentic professionals experience a deep expertise much like that of learners in school.
As I was reading this chapter, I was thinking of some gamers that I know. When talking about the projective stance, I could not help but think of a student I had last year in my writing class. He was so wrapped up in his video games that he could not write a personal narrative in which he was not the character in the video game "The Avengers"! He had no life outside of those video games and it was so sad. The other child that immediately came to mind was my son. He too is a gamer, but he can function outside of the gaming world. While I was reading the section on the "authentic professional", I thought back to when my son was five and started playing T-ball for the first time. He used his birthday money and bought a MLB(Major League Baseball) game and started playing. By the end of the season, he was giving his coach pointers that he had learned from the games and he used his knowledge of the game to become a great MLB baseball player (on the game).
Video games are so captivating, therefore I can see how they could be useful in education. Some students come to mind that could possibly benefit from the use of video games in education. Would video games help students with ADD and ADHD? Could video games help students focus and learn more? Could video games be a way to teach students how to be conscience of their actions to make better decisions? This was a very thought provoking chapter.

I too have a gamer for a son, and although it drives me crazy most of the time, I see some of the benefits you mention in terms of ADD. He had been on medication when he was younger, but has gotten off of them as he has gotten older. I think that games have definitely kept his mind captivated. He is now a senior and will be joint the military, so I know much of what he has done on these video games has and will contribute to what interests him. In terms of the projective stance, I think many kids live in a virtual world where they have to find their way in home, school, social, and formal environments. They have to adjusts their characters yet impose some of their own morals and values and ideas at the same time.
ReplyDeleteTina, I enjoyed your take on this article. I do think that video games can help some children with their concentration and focus. I have a young cousin that has ADHD and he is a seasoned gamer. When he is in his 'virtual world', you would never know he has this struggle. It has definitely helped him to have an outlet to put his energy into. I also believe there is a fine line between playing the games and becoming obsessive. These games can become addictive, and it's up to parents and teachers to make sure the students have a balance between the two. Great post!
ReplyDeleteVery well stated. You brought up some good points that I haven't thought of. I didn't know it was possible for a video game to teach someone something that they could apply in real life (like the baseball pointers). But, it is interesting to note this because I had categorized video games as being free-time fillers and nothing more. Thank you for sharing!
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