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Business - Written by on Tuesday, October 7, 2008 23:26 - 2 Comments

Don Tapscott
Kids, videogames and social activity

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For years detractors have tried to convince us that the increasing use of videogames by today’s generation of youth would have harmful effects – i.e. they won’t be able to socialize or communicate effectively having grown up in a world of dungeons and dragons.

As most of you know, my views run completely counter to this negative perception. In my new book, Grown up Digital (a sequel to my 1997 intro to the Net Generation: Growing up Digital) I make the argument that this exposure to gaming and technology has helped enable a truly global and inter-connected generation that sees civic action as a part of their regular routine.

Luckily I’m not alone. Some new research from the Pew Internet & American Life Survey and the MacArthur Foundation finds that nearly all of today’s youth play some kind of video game, 76% help their peers understand and play the games, and that 44% of them learn about problems in society from the games they play. Seems like the antithesis of the anti-social, anti-community views propagated by sceptics.

Amanda Lenhart, author of a report on the survey and a Senior Research Specialist with the Pew Internet & American Life Project, notes, “The stereotype that gaming is a solitary, violent, anti-social activity just doesn’t hold up. The average teen plays all different kinds of games and generally plays them with friends and family both online and offline.”

The survey certainly supports this view:

  • 52% of gamers report playing games where they think about moral and ethical issues.
  • 43% report playing games where they help make decisions about how a community, city or nation should be run.
  • 40% report playing games where they learn about a social issue.

Now if only someone could design a financial services game for them…

You can read the full report here.



2 Comments

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Roy Simmons
Oct 9, 2008 9:45

Interesting post and article Don. We do learn a lot through games, and I think that has always been the case. Wasn’t chess used as a tool to teach the thinking required in battle stratedgy? BTW I am hardly grown up digital, being in my 50,s! I started on a sinclair zx81 in the UK. That machine was cheap but so limited to make games users had to program in machine assembler. (not me i,m afraid) and that is historically why some of the best games developers and programmers certainly in early days,came from the UK. Well, I think thats interesting! As an average user, I learned a new way of thinking, even at that early time, and this is probably happening to todays younger people. My Son certainly has confidence with the digital world, and this communication confidence has extended into the off line world. Though at Uni, he was working part time in a call centre, which never phased him. Now he is working in a nightclub taking digital photo’s and selling them on the same night (colour printer, keyrings, small binders etc.) Customers can even order later off the web. Very ‘wikinomic’! Sorry I’ve gone on, warmed to the subject! — Roy.

Wikinomics » Blog Archive » Wikinomics Roundup: Week in Review
Oct 13, 2008 22:37

[...] you a videogame player, gamer alumni, or know someone who plays games? Discuss their impact @ Kids, videogames and social activity On October 10, 2008…Denis Hancock reviewed some of the pitfalls of the traditional [...]

Coming soon in paperback! Help rename the paperback version of Macrowikinomics and win a one-hour webinar for you and your colleagues with Don Tapscott. Ends 5:00pm ET, August 31. Learn more.

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