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How Kids Learn To Cooperate In
Video Games -- A Guide for Parents and Teachers
by:
Marc Prensky
A great many parents are concerned that the
electronic games their kids play are teaching the kids “negative”
messages such as aggression, violence, and isolation from real
people. I want to illustrate here how computer and video game
playing, can have positive effects on kids. This includes even the
“addictive” game playing associated with many of these games. The
learning from these games is well worth the effort the kids put in
playing them, and kids typically sense this at some level, which is
one reason they fight so hard for their games.
One key lesson many of their games is teaching them is the value of
people working together and helping each other. To illustrate how
this occurs, I will use one particular game, Toontown, as an
example.
Toontown (www.toontown.com) is the Walt Disney Company’s entry into
the Massive Multiplayer Online Role-Playing Game (MMORPG) category.
For the non-initiated, that means a computer game that supports
thousands of players online simultaneously, all of whom can see and
interact with each other. A key feature of these worlds is that they
are “persistent,” meaning that the worlds continue to exist and
change whether or not you are there, just any other place in the
real world.
[Note: There are two types of multiplayer online games, both of
which have their advantages. One type, the “multiplayer” game, lets
you interact with a limited group of people, such as those on your
team or squad, in a game world that typically exists for only the
time you are playing. The game America’s Army is a good example of
this. The second type, the “massively multiplayer” game, lets you
interact with everyone you meet in the ongoing world. Massively
multiplayer games like EverQuest, Asheron’s Call, and Dark Age of
Camelot have captured the time and imaginations of hundreds of
thousands of US teenage and older players. The Korean massively
multiplayer game Lineage has over 4 million registered users, often
with up to half a million players on-line at once. The players
typically meet in relatively thinly-populated areas of very large
and often interconnected virtual worlds, so even with these huge
numbers, it is not like pushing your way through Times Square on New
Year’s Eve.]
Toontown is the first massively multiplayer game designed
specifically designed for younger kids (pre-teens, I think, though
they don’t specifically say.) In addition, many older kids and even
adults enjoy playing it. In the game you create, name and dress a
character, and then you take it out to play in the virtual world.
Your character is the representation (“avatar”) of you playing in
the world – it is the “you” that other players know.
Although if you wanted to you could spend your entire time in
Toontown merely running around the virtual world, the “object” of
the game is to defeat “Cogs,” members of the evil gang that wants to
take over the town. The Cogs to fight come in many varieties and
strengths. To defeat a Cog you employ “gags”– such as squirt bottles
or pies in the face – that you purchase with jelly bean currency
that you earn in a number of ways.
In your early days in Toontown, when you have earned relatively few
gags, you typically run around alone, deciding when to confront a
low-level Cog you pass in the street. (You do this by running into
it.) You and the Cog then square off and do battle, taking turns
throwing gags at each other. If you defeat the Cog, he explodes and
you are rewarded with points towards additional gags. If the Cog
defeats you, you “die,” which means you lose all your gags
(although, importantly, you do not lose the “experience” you
attained – i.e. the types and levels of gags you are allowed to
purchase and use.)
There are a lot of other twists, but that’s essentially the game:
Earn and buy gags, use them to fight Cogs.
But here’s where the cooperative part comes in. As you move to
higher experience levels, the tasks you are required to accomplish
become more and more difficult. You often have to “rescue” buildings
that the Cogs have taken over, buildings that have multiple floors
filled with high-level, hard-to-defeat Cogs.
And you can’t do this alone, no matter how much experience you have.
So you begin to learn to play the game with others. The game
encourages this, with “friends lists” and built in “speed chat”
menus consisting, for kids’ protection, of a limited number of
phrases you can use. For example, you can invite your friends to
help you defeat a building (or, if you prefer, you can just wait
outside for others to show up.)
But it gets subtle. Just because someone is your friend (or wants to
be) or happens to show up, doesn’t mean he or she has the experience
to defeat the higher-level Cogs. You can check out someone’s gags
when they are in range to help you decide whom to work with, but
success depends not only on the level and number of gags one has,
but also on knowing how to use them in battle. You learn over time
what players you want on your team to achieve success in particular
situations. Sometimes, to be sure all of you survive, you have to
reject players who ask to work with you on a certain task. One of
the things you can say through the speed chat is “I think this is
too risky for you.” Just as in the real world, such advice is not
always well-received, and the game gives you the opportunity to
learn to deal with this.
In the midst of any battle – players typically fight higher-level
Cogs in groups of four – a player can choose, rather than to throw a
gag at the Cogs, to instead give his or her fellow players
additional “laff points” (i.e. health). Doing this helps prevent
them from “dying” and dropping out of the battle. One skill
typically gained from frequent play is knowing when to help your
teammates versus when to attack the Cogs. This is not trivial. One
adult player described her first battle with ultra-high-level Cogs
as “extremely nerve wracking,” and characterized the strategies she
had to employ to work successfully with the other players as “the
most emotional experience I’ve ever had in a game.” And this is the
version for kids!
And there is yet another way Toontown players learn there is value
in cooperation. Some of the tasks available to higher-level players
allow them to earn jelly beans by helping out new players. When
these experienced players see a Newbie fighting a Cog on the street,
they can join in and assist. When the Cog is defeated, both the
experienced player and the Newbie get rewarded game at their own
level.
Is it Boring?
Still, while the tasks at the start of the game involve defeating
only one Cog at a time and the tasks at higher levels require
players to defeat hundreds of Cogs on their way to liberate bigger
and bigger buildings, the battles are very similar. “Isn’t that
boring?” I asked one “addicted” player. “After all it’s basically
the same thing over and over – fighting Cogs.”
“I like going up the levels,” she replied. And of course the only
way she can do this is by learning to cooperate well with real
people, in real time – while sitting at her own computer.
I encourage readers of this article to try Toontown, both with your
kids, and even on your own. (You can go to
www.toontown.com to get started.) See how far you can
get. If you happen to enjoy the experience, you can go on to the
aforementioned “older players’” games, where the enemies are fantasy
monsters and the buildings castles to storm, yet where the
principles of cooperation are basically the same. If you actually
get addicted to cooperative play, don’t blame me – these games are
designed to reel you in.
But even if you don’t get hooked yourself – and the more you are
from the “Digital Immigrant” generation the less likely it is that
you will – hopefully you will have learned this important and
generally-overlooked lesson:
What keeps the kids playing these games is not the violence (that’s
all fake and the kids know it), but rather the ability to work
together with others to achieve more and more difficult goals.
Can you think of any skill more useful for children to spend their
time learning? I can’t.
About The Author
Marc Prensky is an internationally acclaimed speaker, writer,
consultant, and designer in the critical areas of education and
learning. He is the author of Digital Game-Based Learning
(McGraw-Hill, 2001). Marc is founder and CEO of Games2train, a
game-based learning company, and founder of The Digital Multiplier,
an organization dedicated to eliminating the digital divide in
learning worldwide. He is also the creator of the sites and . Marc
holds an MBA from Harvard and a Masters in Teaching from Yale. More
of his writings can be found at . More of Marc’s writings on the
positive effects of video games can be found at
www.marcprensky.com/writing/default.asp.
marc@games2train.com
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