10 Truths About Books and What They Have to Do With Video Games

Lots of people these days -- some old, some young; some in suits, some not -- are advocating that we use video games for learning, education, health, social change, and other "non-entertainment" purposes. However, lots of people who understand games, don't understand books and lots of people who understand books, don't understand games. There are 10 key truths we know about books. They happen to be equally true of other "meaning making technologies" like television and video games. Thus, in these 10 ways, books and video games are the same. They are both tools suited for certain jobs and best used in certain ways. So here are the 10 truths (for citations to the literature, see my book Situated Language and Learning, Routledge, 2004):

 1.  Books are a powerful technology. They can lead to aggression and violence (witness the Bible, the Koran, and the Turner Diaries in the wrong hands). Nazi Germany was a highly literate society. Games, so far, do not have this much power, but some day they may.

 2.   Books can lead to peace, tolerance, and charity if (and only if) they are read in a society and in families devoted to peace, tolerance, and charity.

 3.  For good learning, books require talk and social interaction with others around interpretation and implications.

 4.  Books can make you stupid by not questioning what they say.

 5.   Books can make you smart by supplying vicarious experience, new ideas, and something to debate and think about.

 6.   Books are often best used as tools for problem solving, not just in and for themselves.

 7.   To get the most out of them, books require the reader to read like a "writer" (a type of designer).

 8.   Just giving people books does not make them smarter; it all depends on what they do with them and who they do it with. For young people, it depends, too, on how much and how well they get mentored. Mentoring is, in fact, crucial.

 9.  Connecting books to the real world and to other media is good for learning, not doing so is bad for learning.

 10.  Books tend to make the "rich" richer and the poor "poorer" (those who read more in the right way get to be better and better readers and get more and more out of reading; those who don't, get to be poorer and poorer readers and get less and less out of reading. The former get more successful, the latter, less). This is called "the Matthew Principle."

 However, games do have some special properties that set them aside from books (and books have special properties that set them aside from games). Some of these are:

 1.  Games are based not on content, but on problems to solve. The content of a game (what it is "about") exists to serve problem solving.

 2.  Games can lead to more than thinking like a designer; they can lead to designing, since players can "mod" many games, i.e., use software that comes with the game to modify it or redesign it.

 3. Gamers co-author the games they play by the choices they make and how they choose to solve problems, since what they do can affect the course and sometimes the outcome of the game.

 4. Games are most often played socially and involve collaboration and competition.

 

Comments

Good post. One of the ways

Good post. One of the ways in which we are trying to use games to link to books is by using the narrative driven of adventure games such as Hotel Dusk Room 215 and Professor Layton to then get children to write their own material but also to then make that link with the written text driven narrative in books. I am also making clear links between computer games and technologies and the references made to these in contemporary fiction. Oryx and Crake by margaret Atwood makes some superb links to games and her website offers some great support for teachers. Also Blind Faith by Ben Elton is a an excellent take on the power of social networking and how it's use id changing the dynamic of our societies. I am in the process of building a wiki along these lines for Scottish schools but hope to open this up to everyone. Thanks again for this post.

This was quite an

This was quite an enlightening post, but I think I will challenge two of your points.

"1. Games are based not on content, but on problems to solve. The content of a game (what it is "about") exists to serve problem solving."
The question of games being "about" problem solving (i.e. - the game content are problems to solve) rests largely on the type of game it is and, more importantly, on what approach you are taking to the game. Certainly, games like Tetris and Little Big Planet are "about" problem-solving (broadly speaking). In one you need to solve the problem of stacked blocks and in the other you need to co-author a problem for others to solve. But if you take into question games like Final Fantasy, which are heavy on narrative, the "what it is about" shifts from a "figure out how to get to the end" to something like "it's about some people who are rebels trying to overthrow some religious government". I've heard some people say "yes, but FF is not a REAL game because REAL games don't focus on narrative", but that is just like saying that free verse poetry isn't poetry because poetry rhymes - it makes no sense.

The second thing I will challenge is your statement that " 4. Games are most often played socially and involve collaboration and competition." This also depends on if you are considering Modern Warfare 3 and Street Fighter 4 or Bioshock and Fallout 3. To say that many (or perhaps even most) games are often played socially (and we must say "often" because all online-centered games do have single player content)would be correct, but to say that games (which implies all) are mostly (which implies most of the time) played socially is not.

Very good points

Very good points

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FInal Fantasy, Bioshock, and

FInal Fantasy, Bioshock, and Fallout 3 are all games centered on problem solving.  For example, in Bioshock 1 and 2 you must really reflect before enterring a battle in quite strategic terms.  They also involve decisions, choices, and goals as does all good problem solving.  Narrative is one good one to facilitate problem solving.  It creates engagement and, more importantly, renders goals and actions meaningful and lucid.

I liked your point about

I liked your point about books: how we read them is just as important as what we read. I feel like so many people read and feel that it's virtuous, especially for teenagers, but there isn't enough emphasis on reading well and discussing literature outside of classes (though scripture study and book clubs are a good start).

I think you've made some

I think you've made some excellent points. I'd agree that video games are about problem solving primarily. More and more games emphasize content creation (via social interaction, decisions, and mods), pushing content consumption to third place.

Personally, I'm more excited by emerging virtual worlds (which are game-like, but not games) because they are all about content authoring, but also provide ample opportunities for content consumption and problem solving.

Have you seen this guy's videos yet? minecraftteacher.net
He's working with very young children; pretty interesting.

I've also added new videos to room3d.org, and fixed the one that butchered your name .
- Nathan

This is a question rather

This is a question rather than a comment about your blog. The terms serious games, simulations and game simulations seem to be used interchangeable.
Are they. How would you describe and differentiate them. It's very confusing.

Thank you.

I really do not much like the

I really do not much like the term "serious game".  I prefer, "games for learning" or "games for health" or whatever.  Games are simulations with a "win state" and where the player has a role within the simulation.  Scientists build simulaitons and then watch them unfold.  Players play games via decisions they make as the "simulation" runs.

Not questioning what books

Not questioning what books say is a big one. It can definitely make you stupid. Sometimes people think because they are printed that they are definitely true but that's just not so.
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Hello! I really enjoy your

Hello! I really enjoy your essays on literacy and gaming. In one of my graduate classes, I'm actually writing a paper based on your research and how World of Warcraft helps people learn basic composition skills and produce literature, such as fanfiction, etc. Thanks for everything!

I think there's definitely a

I think there's definitely a direct relation to how you read something and what you get out of it. If you take something one way and react differently than someone else, then you can both get two completely different meanings from the text.

-Belly Band

I am surprised at your

I am surprised at your comment 'Books can lead to peace, tolerance, and charity if (and only if) they are read in a society and in families devoted to peace, tolerance, and charity'

Books give people different perspectives and new ideas and can change the way people think, whatever context they are read in

I agree, because good

I agree, because good learners see connections everywhere!

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i dont get why you are

i dont get why you are comparing playing games with reading?

I am comparing games and

I am comparing games and reading because they are both tools for making and getting meaning, tools  that have different effects--good or bad--in different contexts and no effects just all by themselves.  Thye are not, thus, just "good" or "bad" and so we need to look at how they functiion in specific contexts.  Further, both seem to have their strongest effects on school success and cognitive growth when they are used in certain ways (e.g., thinking like a designer when playing, reading like a writer when reading).

a lot of good books make even

a lot of good books make even better video games- they go well together Boca Raton CPA

I really like this post, and

I really like this post, and I think that it contains a lot of interesting points. I do however, disagree that only games are based on problems to solve. I think that it all depends on the genre of books being read. For example, I particularly like mystery novels because of the problems that they present and the challenge of trying to figure it out before the book tells you. Unlike a video game, you're not stuck if you don't solve the problem. The solution is eventually reviled

This post relates a lot not

This post relates a lot not only to my academic English 1102 class but also to my personal life a little bit.

In my class we've talked a lot about how video games relates to learning such as reading or writing. The first point says that "Books are a powerful technology." and "Games, so far, do not have this much power, but someday they may." I think although games are not as powerful in violence as books are they still have this factor in common. They both can affect the person either reading the book or playing the game in a way they think about violence. There were two points, one under the books and one under the video games, that both talked about how people solve problems. While reading books the reader is trying to solve the problem and figure out the ending to the book. While playing games, the player is also trying to get through the game by solving the levels you have to go through to beat the game.

I just thought it was funny we have been talking so much about how learning and video games relate to each other in class and then I found this article about comparing reading and gaming. My boyfriend and I are perfect examples of these two ways of learning. He loves video games and is always telling me about certain skills video-gamer's have that other people do not. On the other hand, I am a die hard reader but mainly romance books. I read books that were written many decades ago and books that have been written in today's time. I love to compare the writing skills and how much it has improved over the years. Although we like to use our brains in two different areas, they are still connected in many ways of learning and thinking.

I agree with statement number

I agree with statement number 1! Many do not believe that books can impact someone so greatly! Many elementary schools have banned books from their libraries. though i believe it's a little silly to ban a book, it does help prevent some sort of bad influence on the child. Games don't have that kind of affect on kids. you don't see people putting ban on games. the rating of the game prevents kids from playing bad games.

Is this what they call

Is this what they call getting stomped in games?

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I think that what you state

I think that what you state about video games and books being similar is true. I am a full time gamer, love fanfiction, and read a lot of books. All three have such power (some may currently be stronger than others) that the impact can be seen by every player/reader. For example, recently a game has been awarded (on the VGA awards) for its sheer impact to the gaming community. That game is Journey. I have personally played this game and can state without a doubt that this game had such an impact that it rivals impacts I have felt in powerful books like Harry Potter. This game also did this without using any dialogue.

I agree with this. I like

I agree with this. I like viedo games alot. I never thought about comparing games with books. It is fun to think about.

I feel that playing video

I feel that playing video games that involved critical thinking is just as good as reading a book. Sometimes when reading a book, I be reading the book but at the same time not understanding what they are talking about. It seems like I am spacing off. When playing games, you are just so focus on the game.

I really like this post, and

I really like this post, and I think that it contains a lot of interesting points. I do however, disagree that only games are based on problems to solve. I think that it all depends on the genre of books being read. For example, I particularly like mystery novels because of the problems that they present and the challenge of trying to figure it out before the book tells you. Unlike a video game, you're not stuck if you don't solve the problem. The solution is eventually reviled.

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