Lately, gaming, and the idea of including gaming into educational curriculum, has been discussed in our mainstream media. Much of this debate has focused on the digital native generation. Digital natives are the generation who has grown up in the world of technology. This generation has always had access to a computer, has always known there was an Internet and a World Wide Web, and has always had access to more advanced computer interactions, like gaming. According to Van Eck (2006), our digital native generation has become disconnected with conventional classroom instruction. Digital natives are the generation who has grown up in the world of technology. This generation has always had access to a computer, has always known there was an Internet and a World Wide Web, and has always had access to more advanced computer interactions, like gaming. As an instructor in higher education, I have seen this transformation within the last five years.
This generation learns differently than any other and I have had to adopt changes in my curriculum because of this. “They [digital natives] require multiple streams of information, prefer inductive reasoning, want frequent and quick interactions with content, and have exceptional visual literacy skills1—characteristics that are all matched well with DGBL [digital game-based learning].” (Van Eck, 2006). These students are multi-taskers to the nth degree. They tend to juggle many different things at once and can generally do a good job at most of what they try to tackle. In traditional standards, this could be viewed as pretty impressive.
However, there are plenty of other technological methods available that may be better choices, as gaming can, at a certain point, become almost unhealthy and may not be our best choice for educating our youth. Some children are already spending too much time gaming after they have left their respective school buildings. Gaming, quite simply put, can be addictive. By fostering the use of gaming at school, are we really helping these children? In 2007, the American Medical Association began lobbying for gaming addiction to be classified as a psychiatric disorder. They wanted this classification to “raise awareness and enable sufferers to get insurance coverage for treatment.” (Tanner, MSNBC news online article, 2007). If the AMA is looking at this as a problem, then does the problem not really exist? According to an MSNBC report on this topic, there are over 15% of young gamers (representing 90% of our youth generation) who are addicted to video games. That equates to over 5 million young people across our country alone! [Please see a MSNBC video report to the right on gaming addiction].
As documented in the Discovery Channel’s series on the Gamer Generation, these addictions have also been related to dire consequences. Playing first-person shooter games, for example, have actually been medically proven to cause aggressive impulses in the player’s brain. Although there is no direct link (yet) in aggressive brain activity and aggressive behavior, people are still worried that this territory has just yet to be found. The documentary continues to report that in the last decade, for example, there have been over 20 shooting sprees carried out by young people. Can these tragedies be linked to first-person gaming? Maybe. Were these young people probably already a bit troubled? More than likely; but, perhaps being immersed in the world of first-person shooter games perpetuated their unstable thoughts and gave them the confidence to then act in unthinkable ways.
I know this last example is an extreme. Honestly, I believe it falls along the same lines as blaming heavy metal for irrational behaviors. However, maybe there is a correlation. Only further studies will indeed bring us to any further realizations here.
However, gaming addictions are real and are as possible as gambling addictions. I have three children and one of them, I can honestly say, is already what I would consider to be a gamer. His father is a gamer (yes, my husband) and my brother-in-law is a gamer (my husband’s brother). He has seen and witnessed Daddy immersed in his games and my son’s gaming activities have been encouraged by my husband. At first, I thought this was harmless and cute, even though I had been aware of gaming addictions in the past (I had a friend who was addicted at one point and actually went to counseling because of it).
My son does not spend regularly spend countless hours on his games (PS2 is his current gaming console of choice, Lego Star Wars is his favorite), as I set a timer (30 minutes max.) so he knows how long he has. (However, we have been on occasion guilty of allowing him to participate in longer stretches.) Once the timer rings, the rule is to turn off the game. However lately, after his timer goes off, he has been quick to complain, pout and actually get a bit frustrated and mad. This emotional expression of frustration happened as recently as two days ago. The PS2 console has since been sitting on top of my kitchen cabinet since.
Oh – and have I mentioned that he isn’t quite 5-years old yet? Case in point.
I am not saying my son is addicted to gaming…at least, not yet. However, he is already showing a potential warning sign of gaming addiction. According to CBS News report entitled “Detox for Video Gamers?” in 2006, parents should be aware as to how a child reacts to time limits set to gaming. We were not happy with our son’s reaction to turning off his game, so we are taking measures now to be sure this does not become a problem. Again, my son is not quite 5-years old yet, so some of his reaction is somewhat typical of a kid of that age. However, you never know.
I know much of what I discussed may have been to an extreme and may not apply to all young people. I am very aware of that. However, I am also very aware that there is a potential for gaming to perhaps not be our educational tool of choice. To promote gaming in education is to add to the hours of gaming participated outside the classroom. I am not sold that this is our best pedagogical use of advanced technologies, at least not in our younger generation.




