When are video games mimetic?
My son plays on Massively Minecraft, a wonderful Minecraft server for kids. And recently they banned TNT. I’m relieved. Minecraft is a great constructionist learning environment, and I’m happy to let him play it. But his fascination with blowing stuff up was getting a bit too intense. They disabled TNT on the server because someone (not my son) blew up someone else’s creation. My son would never do anything like that. But I still would rather see him building a castle than piling up explosives to see how big a hole he can make.
People often ask the question “Are video games mimetic?” I was at a conference on games at Georgia Tech a few years ago, and one of the speakers at one moment was waxing poetic about what kids can learn from games. They’re having fun, and look at all the things they can learn! And then moments later, the same speaker dismissed claims that violent games can make kids violent, because kids don’t transfer things from games to the real world–they know it’s just a game! My friend Liz Losh and I had to hold our breath to avoid laughing out loud, the speaker’s self contradiction was so comic. She whispered in my ear, “Either video games are mimetic, or they’re not. He can’t have it both ways!”
I’ve read a bunch of studies on this topic that have contradictory findings. I’d love to see a good literature review or definitive large-scale study. But I would rephrase the question somewhat. We shouldn’t ask whether games are mimetic, but under what conditions. Can kids learn things from games? Of course! Do they magically absorb all that great content? Nah, not most of it. Do kids become serial killers after playing violent video games? Of course not! But could they sometimes internalize some degree of insensitivity to violence through playing violent games? I’d be very surprised if that wasn’t true. So the question for the research community is: What specific design features of a game or aspects of the context in which it is played lead to more or less transfer to the real beliefs and behaviors? How can we deliberately engineer games to support more transfer of learning content, and less of things like violence and obsessive consumerism that pervade many games?
There’s a lot of important research to do in this area. But in the meantime, I’m glad my son plays Minecraft. And I’m glad the kids’ server disabled TNT.
Kids & Internet Safety: Put the Computer in a Public Room
Since I do research on kids and the Internet, folks often ask me about Internet safety for kids. My student Sarita Yardi is studying how parents cope, and finding that they are struggling. There aren’t simple rules. Parents are legitimate gatekeepers for what sorts of things kids and teens are exposed to, and the Internet can often take the parent out of the loop.
The Internet has lots to offer kids, and you can’t just take it away. They need it for school, they’ll need it for their careers, and they need parental guidance to learn how to use it responsibly. Even the most involved parents can’t watch what their kids are doing every moment. You need to talk with your kids about responsible Internet use, and create a culture of accountability in the home. Parenting Internet use is a microcosm of parenting in general, with the difficulty level turned to 11. While there are no easy answers, there is one golden rule:
Put the computer in a public room in the house.
You have to learn to trust your kids–no doubt about it. You won’t always be there, and what matters is what happens when you’re not watching. But while their judgement is maturing, a little deterrence can go a long way. OK, you’re busy in the kitchen–but you just might walk through the family room and look over their shoulder. They shouldn’t be doing anything they wouldn’t want you to see.
Laptops are a terrible idea for kids. We will be getting our sons laptops as high-school graduation presents. And in the meantime, our computer will remain in the dining room. This doesn’t solve all problems–we did find a certain small boy using the computer once in the middle of the night. But he lost all computer use for two weeks for that escapade, and he won’t be making that mistake again. Accountability is the first step towards independent responsibility. And visibility of behavior supports the growth of accountability and good judgement.
At the end of fall semester….
At the end of fall semester, my Institute gave to me:
12 Hours of grading
11 Recommendation letters
10 Student excuses
9 Screens of email
8 People coughing
7 Committee meetings
6 Thesis chapters
5 Papers to review
4 Holiday parties
3 CHI rebuttals
2 NSF proposals, and
A case of academic dis-honesty!
(Happy winter break everyone!)
It’s All About the Money, Stupid (Economically Less Advantaged Youth Want a Credible Path to Economic Empowerment)
NB: This post is about my education research.
I feel so stupid–I should’ve seen it all along. It’s all about the money. About searching for a better life. In a way that is believable. In the context of a system where adults and institutions are regarded with suspicion.
When my PhD student Betsy Disalvo started Glitch Game Testers, she first tried the activity with kids of different ages. In Glitch, economically less advantaged African American youth work testing pre-release games from real game companies. Their work game testing is integrated with intro CS education. Almost all of our students have chosen to go to college and study CS or related disciplines as their major. When Betsy did preliminary workshops with 14 and 15 year-olds, they seemed not quite mature enough for the activity. For that reason, we decided to focus on 16 and 17 year-olds. And then it occurred to us that those teenagers are old enough to hold part-time and summer jobs. Kids from poor backgrounds needs to earn money if they can. How could they have time for school, a job, and Glitch? It didn’t all add up. So we decided to make Glitch a paying job. Our original grant from the National Science Foundation didn’t plan for that–we just had budgeted for a small honorarium for our participants. So we took some of the money meant for my summer salary and got permission to give it to our teens. We raised more money for their salaries from the Arthur M. Blank Foundation. We made it work.
Our initial reasons were practical–a detail. But as we’ve worked with our teens for the last couple years, it became clear that this was a central factor in why the program was such a success. What we’ve learned is so astoundingly obvious and simple. It was there all the time and we never saw it. Kids from less advantaged backgrounds want a secure future. Adults and school officials know that education is the path to that better future. But kids don’t believe them. And why should they? They often don’t have role models who have gone to college and found success. It doesn’t seem real as a possibility. The role models for success they have are prominent African Americans in the sports and entertainment industries. The documentary film Hoop Dreams does a great job of documenting these young men’s dreams. The kids in Hoop Dreams want a better life, and basketball is the path they can imagine.
They imagine themselves as basketball or football stars, but those dreams are unlikely to come true. How do we help them to imagine themselves as high-tech workers? The role models exist, but are rare compared to those from the entertainment and sports industries. What we discovered in Glitch is that one way to encourage them to dream of being high tech workers is to make them legitimate high tech workers. Our Glitch students work for real game companies. They realize they can work in the game industry because they already are doing so. And that higher education is the path to making this real.
And now that I realize this was key, I see it everywhere. For example, the Computer Clubhouse Network creates drop-in computer centers in economically less advantaged neighborhoods to encourage these youth to get interested in computer science. My students and I have volunteered at clubhouses in Atlanta from time to time over the years, and we consistently observe one thing: each clubhouse has a computer music suite, and making your own electronic music/rap is by far the most successful clubhouse activity. The clubhouse kids will tell you that they are hoping to become rap stars. They work hard on their music–incredibly hard. Because there’s a dream behind it. The creators of the clubhouse network were hoping the kids would work hard on learning real computing skills, and dream of being part of the computer industry. And that does happen–but much more rarely.
The research questions then becomes, how do we help kids from less advantaged backgrounds to embrace dreams with a higher chance of success? The Glitch model embodies a core concept from educational theory: Legitimate Peripheral Participation (LPP). People can learn to be part of a community of practice by starting to do simpler tasks that meaningfully contribute to real work. It’s important that as they do their work, they have a chance to observe the work of more senior members of the community on a day-to-day basis.Over time, they can take on more and more important roles in the community. So here’s my pitch: we should create more opportunities for teenagers to do paid internships with real businesses.
I do work on encouraging kids to get interested in computing, because I’m a computer science professor. And because we have a shortage of computing professionals and a lack of diversity in the computing industry which both hurt the industry. But honestly I don’t care whether teens go into computing or engineering or teaching or finance…. What I hope for the kids and for our society is economic mobility. That whoever you are, if you work hard and stay in school you can build a better life for yourself and your family. It seems to me that LPP is the way to make this happen. Every 16-year-old should have the opportunity to do an internship with a real company. To try out real work, contributing to a real business in a meaningful way. To develop friendships with adult workers who can guide them on realistic career paths. To realize that they can be part of the industry of their choice and contribute meaningfully–because they already are.
NB2: Glitch Game Testers is the creation of Betsy Disalvo. Who you should hire for a faculty position, because she’s brilliant and all this is her work.
Program Committee Meetings Considered Harmful
The organizers of CSCW 2012 have started an intriguing experiment this year: a review process with an extra revise and resubmit phase. The goal is to try to find reasons to accept papers, rather than find reasons to reject them. Over all, I would say the experiment is a huge success. The quality of papers is just as good, and a lot of good work got saved. Though it does have some unpredictable consequences, for example how will promotion and tenure committees view the conference now that the total acceptance rate is higher? The quality of the work is just as good, but does everyone know that?
With the two-round review process, in fact most decisions on papers were already made before the face-to-face program committee (PC) meeting, which I’m at right now. We had only 27 papers to discuss here, of 388 submissions. This raises the question: do we even need to hold a face-to-face PC meeting? It costs a lot of money and a lot of carbon to bring everyone here. If it’s not necessary, we shouldn’t have it for pragmatic reasons. I want to argue, though, that the reasons to not have the PC meeting are more than pragmatic: it will actually improve the quality of the conference.
Before the conference, some number of reviewers and associate chairs (ACs) read the paper carefully and give their reviews. Then they can discuss the paper via a discussion board for that paper, which retains the anonymity of the reviewers to one another. At the PC meeting, a room full of associate chairs meet to discuss the paper. And here’s where something odd happens: people who haven’t read the paper offer their opinions. So for example, yesterday one presenter said “this paper has interesting qualitative findings, but is somewhat under-theorized. It’s about an interesting user population, but is mainly just descriptive.” And then a long discussion ensued about whether to accept this kind of paper. But most of the people in the discussion hadn’t read the paper. To me the discussion should turn on the quality of the actual paper. I don’t think we can answer this question in the abstract. Giving serious weight to comments by people who haven’t read the paper is bizarre. I believe this leads to poorer quality decisions.
So what do you do if reviewers can’t reach agreement on a paper? I suspect that many of these cases can be resolved by adding an additional reviewer, and continuing to discuss it online. A synchronous conference call could possibly be arranged where needed. But we would make better decisions if ultimately the people participating in the conversation all had read the paper. One downside of this approach is that PC meetings serve to calibrate expectations for how high the bar is. But I think there are other creative approaches to helping people calibrate, including providing reviewers with a visualization. This could include making visible how harsh or generous each reviewer is on average, compared to other reviewers of the same papers.
PC meetings do serve an important function for community building, helping junior peers become more central members of the community, and reflecting on where the field is going as a whole. These functions could be filled with a special meeting and dinner for ACs at the conference event which helps plan for future years.
I genuinely enjoy face-to-face PC meetings. I get to see such terrific people at them. But I think it’s time we question whether they are good idea. We may make better quality decisions without them.