Wednesday, April 9, 2008

Media = Real life (What does it mean for video games?)

Reeves & Nass (1996) draw the conclusion from the series of experiments, i.e., people treat and respond to media in the same way as they treat and respond to other people in everyday social interaction. In other words, people treat media as “social actors”.

Media Equation is a relatively new study on Human Computer Interaction. Prior to reading this article, I have not realized that people unconsciously act as if the media are people, although there do exist many examples in our real lives to show the evidence of the media equation, such as stories illustrated in Chapter 1.

According to the theory of media equation, it is very reasonable why simulation games and Second Life are so popular in language learning and other educational fields. Reeves & Nass (1996, p8) indicate that “(b)ecause people have a strong positive bias toward social relationships and predictable environments, the more a media technology is consistent with social and physical rules, the more enjoyable the technology will be to use”.

It implies that the designer of video games should supply some characteristics/personalities, that are favorable in everyday social interactions (such as the politeness and the praise), into the game. On the other hand, the media equation suggests that one important criterion to evaluate simulation games is to see how and to what extent they reliably recreate real world contexts.

However, the media equation has brought up some worries in the field of video games and virtual world, since the boundary of “media” and “real life” has been blurred.

1. Players might not be able to escape from the computer gaming environment to the real life. You will be shocked after looking at the following news – Online Gamer Killed for Selling Virtual Weapon: an online gamer stabbed competitor Zhu repeatedly in the chest after he was told Zhu had sold his "dragon sabre", used in the popular online game Legend of Mir 3. Another example is that Shawn, a game addict, killed himself in front of the computer game- Everquest, which I reported in one of my previous posts. This kind of stories is so terrible, just because players thought of avatars in the game as real themselves, unconsciously and fundamentally.

2. People are so automatic to treat media as equal to real life, especially in the environment of simulations. However, it’s impossible to simulate every nuance of a real-world situation, especially in critical industries. If people can not distinguish the real life and media, there might be dangers. Let’s image, a worker has no experience of a real nuclear reactor, but only some simulated experience. In front of a real crisis involving a real nuclear reactor, he/she says “Let me do it, I have experiences to deal with it”. Do you dare to have him/her to try?

3. The theory of media equation leads to the debate on “violence” of the computer games. By observing the aggression in the video games, players begin to learn how to aggress in the real life.

As discussed above, video games does have some bad influences on people’s everyday lives, if they simply treat media and real life as equal. Therefore, the question is how to protect people from the negative influences of computer games. Reeves & Nass (1996, p7-8) suggest that the media equation doesn’t apply when “people are quite capable of thinking their way around it”. Consequently, the bottom line is help players treat games as learning tools and/or relaxing tools “that only represent the real world but are not real themselves”.

The implications for educators are

1. Students need to be trained as “critical thinker” and “active learner” in the process of playing video games. New London Group (1996) proposes the pedagogy of Multiliteracies. They report that learners should be able to critically analyze and evaluate the media from historical, social, cultural, political and ideological perspectives. Students should not only enjoy playing computer games, but also carefully think about and critique games in the sociocultural contexts. Such critical thinking is absent in many schooling practices as well. Therefore, the teacher should play an important role in guiding and scaffolding students to critically analyze and evaluate the relationship between video games and real life, by utilizing some pedagogical strategies in the classroom.

2. Real-life training can not totally be replaced by simulations. For example, the ESL teacher should provide rich natural and real-life communications in the classroom, rather than just putting students in front of computers with language learning video games or other online communication tools.

In conclusion, considering the media equation is beneficial to video games in many ways: improving the design of video games; providing criterion to evaluate video games; understanding the drawbacks of video games, and giving implications for remedying the drawbacks of video games through teachers’ implementation of pedagogical strategies in the classroom.

The media equation has impacted the work of video games and simulations a lot. I look forward to seeing my peers' reflection on this issue.

Reference:

New London Group (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review, 66(1), 60-92.

Reeves, B., & Nass, C. (1996). Ch 1, The Media Equation, pp. 3-18 in The Media Equation. Cambridge University Press.

4 comments:

Zhuo(Joel) Li said...

Hey Jiao,

Very thought-provoking reflection on media equation. You make good points in presenting your worries about games when media equation is considered. Admittedly, it is extremely important to be aware that either simulations or games are not real lives and can never replace real lives. Reeves and Nass's study is based on social interactions, which discovers people's unconscious response to media. For example, even though the participants did not think they took the computer as a person. The experiment result showed that the participants gave more positive and homogeneous response to the computer's performance when they did the evaluation on the same computer than on other computers. Other than the implications in designing and evaluating the meida, it also suggests that we as educators should lead the students to use the media towards a positive learning outcome. When it comes to games, some gamers, especially adolescents tend to be lost in a virtual world, especially when the bounary between the real world and the virutal one is blurred (just think about the players can exchange their Linden dollars to the real world currencies!). Critical thinking skills emphasized by New London Group are crucial for all media users today. Teachers should foster students' ability in crtically thinking and actively learning.

Ben Emihovich said...

Hey Jiao,

I have also shared your similar concerns with the media equation and the implications of human behavior to deter the positive experience of education and digital medium designs.

Among other quotes you have offered I agree with this the most with respect to violence, "By observing the aggression in the video games, players begin to learn how to aggress in the real life". The idea that games embolden individuals to engage in risky behaviors carry over the the manner in which they act in real life. Similar to your examples, a person who has been arrested for assault should not be playing a game that encourages violence, as their own real life experiences mimic their digital experience, exasperating the problem.

Also, people will test the boundaries of game designs and will break laws in order to gain an unfair advantage in a competitive environment including classrooms. The problem in this dynamic centers on the opportunity for students to cheat a software design or pay someone to help in their assignments by logging in to a program or uploading a document.

After this past week's blog work and your post, the challenges facing instructors to use software without inducing individuals to cheat, consciously or subconsciously remain a difficult task. As long as digital mediums create a dynamic for individuals to mimic human behavior in real life by the media equation, educational software must account for the natural instinct for people to gain unfair advantages in these systems.

Garnette Knapp said...
This comment has been removed by the author.
Garnette Knapp said...

Hi Jiao,

Hi Zhuo,

You raise some valid points in your posting. I especially liked the way you concluded where you encapsulated the benefits of knowing about the media equation.

Establishing criterion to evaluate video games and teaching students to use that criterion just as we teach them to evaluate web resources is an important step.

I honestly feel that there are only a small minority of people who think simulations and games are their reality perhaps because of mental illness but this is certainly something to be researched further.

Thanks, Jiao, for your insightfulness.

:) Garnette