What are gamers getting good at?

Game designer Jane McGonigal points out the immense numbers of hours gamers are spending getting good at what they do. World of Warcraft players typically spent 22 hours per week playing that game. What are they getting good at, based upon all of that investment? At what are they becoming virtuosos? McGonigal offers four answers. a. Urgent optimism; b. Weaving a tight social fabric; c. Blissful Productivity d. Epic meaning. Gamers, per McGonigal, are "Super-Empowered Hopeful Individuals." They are convinced that they are excellent at changing the world, and they are good at getting things done, but it is only in their cyber-worlds. They are gaming to escape the dysfunctional real world. What's McGonigal's solution? To make the real world more like a game-world--she argues that gamers are a valuable resource that we need to tap into. We are ready to start an "epic game" where we remake the future. Her games include the following invitations to change one's world: A) World without oil - learning to live in a world of Peak Oil. B) Superstruct - Learning to survive global extinction. C) Evoke - Learning to teach social innovation skills to aid stressed societies.

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The girl from Afghanistan

As a teenager, she appeared on the cover of National Geographic. That was back in 1985. I remember seeing that front cover back then. Though I didn't remember the articles in that issue, I remembered her portrait vividly. The man who photographed her back in 1985 found her once again in 2002. Her name is Sharbat Gula, and the hard life she had lived since 1985 was apparent with even a quick look into her eyes.

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The Hellhound and HeLa: Recent American Historical Writing At Its Best

The last really good history I read was "Hellhound On His Trail, " which follows James Earl Ray's path from his childhood in Alton, Illinois through a violent intersection with the life of Dr. Martin Luther King, Jr., and continues to follow Ray's trajectory with his quizzical recantations of his "life's purpose." With the same cool hand, Sides sketches the strengths and inadequacies of Dr. King's inner circle and paints larger atmospheric strokes with newspaper headlines on the increasing violence in response to desegregation and the influence of war in Vietnam on national sentiment about federal involvement in heretofore state affairs. By themselves, vignettes about Ray's lackluster career as a petty criminal, his stunted attempts at artistic grandeur and addiction to prostitutes would simply depress the reader. Here, the intentional failures and manipulations of Hoover's FBI and first-hand accounts of Ray's behavior appear like birds descending on a tragic town, flickering across the broader canvas creating momentum and dread. Awful as the true subject of this thriller may be, I found myself disappointed to reach the end.

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