I’d like to begin my presentation with a short little video that is indicative of the positive impact that videogames can have on children.
www.youtube.com/watch?v=3aXrI3c2fkA
As you can all clearly tell, the excitement that little Billie felt about getting a brand new Nintendo 64 touches our very hearts and souls. This thoughtful gift from his parents, although some naïve observers would consider it reckless, has had a long-lasting effect on Little Billie’s outlook on life. Today, Little Billie is not so little anymore. He is twenty years old, is an optimist, and a hard-working student at MIT. He is majoring in both computer science and engineering and his dream is to create videogames much like the videogames that he grew up playing. Videogames have effectively introduced Big Billie to computers, one that has shaped his very character.
Now on the opposite side of the spectrum, this video shows the negative impact of videogames.
www.youtube.com/watch?v=QKwCQWjTyI0
The story of Jonathan White is very sad indeed. He was a kind, gentle, and compassionate child who thought he had a family who really cared for him. However, last Christmas Eve, his dreams were shattered by a family who played a cruel practical joke and as a result, his innocence was lost forever. On Christmas Day, Jonathan should have been playing his brand new Xbox 360, but instead, he found a knife on the kitchen table, and as much as he tried to convince himself that what he was about to do was wrong, nothing could stop him from seeking vengeance on a family that should have loved him more. Today, Jonathan White serves an undisclosed amount of years in juvenile hall, never to achieve his dreams because he never had any to begin with.
Disclaimer: The two stories above are fictitious and thus should only be taken with a grain of salt. They were created for the sole purposes of entertaining the audience and also to transition from the attention-getter to the body of the speech.
Fortunately for me, my childhood was unlike Jonathan’s. My childhood was akin to Little Billie’s and to Jarish’s from Turkle’s essay, Video Games and Computer Holding Power. Jarish, too, had been positively influenced by videogames. Turkle writes, “Just as pinball gave way to video games for Jarish, video games are starting to give way to the computer” (504). Although I differ with Jarish and Little Billie, in that, videogames haven’t introduced me or interested me to programming, I know many gamers, actually many students in the Computer Science department of UMW, whose main purpose for majoring in Computer Science is to design and program a game. Thus, videogames can and do have positive impacts on children’s lives, no matter how much the media tries to convince you otherwise. Just as a brief side note, the stories that the media focus on are extreme circumstance situations, which are not representative of the whole videogame population.
Now that you all know a little bit more about Little Billie and Jonathan, and have already read about Jarish, I should tell you a little bit about me before I show you what I’ve created. I was born in the USA; however, I grew up speaking Armenian at home, so English was not my native language. Thus, when it was time for Elementary school, I can remember my writing, reading, and speaking skills were way behind my contemporaries. At school, I would barely speak to any of my classmates, I would barely read any of the readings that were assigned, and I would barely do the homework given. And when I say “barely,” I really mean that, on the surface, I actually did finish my homework, and actually read the books that were assigned mainly because my parents forced me to, but I never learned anything. This trend continued until, I’d say, about second grade or so.
My parents quickly took note of how playing videogames was the only thing I was interested in. They could have taken videogames away from me, and I may have ended up like Jonathan, but instead, they used my obsession to their advantage in a genius way. I believe it was by the third grade my dad brought home a new Toshiba computer with a ton of educational games (the Jump Start series to name one) just for me. By playing these games, I indirectly learned math, reading, writing, etc. and had fun. I used the computer daily. In fact, because of what I had learned from the computer, I began speaking to more of my classmates and the teacher at school because I was more comfortable with the language and, in turn, I learned more from them as well.
A year or two later, my family got dial-up and I was introduced to the World Wide Web. Naturally, the first website I went to was www.videogames.com. This website has arguably been the most influential on my education as it was a website dedicated to previews, reviews, and commentary on a topic that I was interested in (not to mention that everything was well-written by educated writers and editors). Thus, my skills were even more enhanced and by the time I made it to fifth grade, I was on an equal playing field with my other classmates. Perhaps I was even in a better position than a lot of them because of what www.videogames.com brought to my education.
And so you see my interest in games have engendered an interest in computers. Additionally, videogames have also cultivated an education outside of school. I think Illich would be proud that I learned something meaningful outside the boundaries of an institution. In fact, he says that the same people who defend the institution of education, when “pressed to specify how they acquired what they know and value, will readily admit that they learned it more often outside than inside school…Their knowledge of facts, their understanding of life and work came to them from friendship or love, while viewing TV, or while reading…” (Illich).
Although the World Wide Web wasn’t available when Illich wrote his article, Deschooling Society, he alludes to many ideas that we now use on a daily basis. He says, “The operation of a peer-matching network would be simple. The user would identify himself by name and address and describe the activity for which he sought a peer. A computer would send him back the names and addresses of all those who had inserted the same description. It is amazing that such a simple utility has never been used on a broad scale for publicly valued activity” (Illich).
This peer-matching network to some degree exists within the Half.com community, albeit in a more business-centric environment. Buyers search for items in which they are interested in buying, and when they search for that item, the computer sends back a list of all sellers who have that very item to sell. Allow me to demonstrate with my shop:
http://shops.half.ebay.com/sonicartin_W0…
(brief history while link is loading: Half.com was created by an American entrepreneur named Josh Kopelman in 1999. A year later, Ebay.com bought Half.com for about $350 million (wikipedia). Unlike Ebay.com, Half.com is a website that is solely dedicated to selling items that have UPCs in order to make the experience more user-friendly and does not allow bidding. Instead, the prices are fixed. Half.com does not charge you to list items, however, once you have sold an item, Half.com will take a 15% commision off the amount you sold it for. Just like Ebay.com, Half.com has a robust feedback system that helps maintain high ethical standards.)
There is a loop, as I hope you all have seen, in my presentation. My interest in videogames lead to my interest in educational computer games, my interest in educational computer games lead to my interest in learning more about the English language, my interest in learning about the English language has lead me to appreciate websites dedicated to professionally written videogame commentaries on the internet, and my appreciation for videogame sites were a result of my interest for videogames. Videogames have also encouraged me to start my very own business in which I sell videogames, because let’s face it, as Illich would say, I’m a registered student who is submitting to certified teachers in order to obtain a certificate of my own, and that certificate doesn’t come free. However, at least I can say that in one class, I didn’t have to walk on a bridge that leads to nowhere. I’m walking on a bridge that leads to the bank.
Sources:
Illich, Ivan. “Deschooling Society.” Reactor Core. 15 Apr. 2008. <http://reactor-core.org/deschooling>.
Turkle, Sherry. “Video Games and computer Holding Power.” The New Media Reader. Ed. Noah Wardrip-Fruin and Nick Montfort. MIT Press: London, 2003. 499-515.
http://en.wikipedia.org/wiki/Half.com