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IN THE BUBBLE JOHN THACKARA - witz cultural

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156 Chapter 7<br />

for a hybrid cash and time barter economy are in place. It’s just a matter of<br />

combining them in new ways.<br />

Design Factor 9: Playtime<br />

The film director Jean-Luc Godard regretted that growing up meant losing<br />

permission to play: ‘‘It takes a lifetime to become the child that you should<br />

be,’’ he lamented. 55 Play informs our culture, our imaginations, our experiences.<br />

But most educational policies—and nearly all projects to wire up<br />

classrooms to the Internet—take us in the opposite direction. Rather than<br />

make space for all of us to learn in new and playful ways, most ‘‘wired classrooms’’<br />

are more like cages filled with experimental rats. Only the rats are<br />

our children—or ourselves.<br />

It is a welcome irony that budgets for school Internet projects are increasingly<br />

overshadowed by the amounts now being spent each year on computer<br />

games. The market for video, computer, online, and wireless games<br />

is growing far faster than the market for e-learning, and the games industry<br />

has overtaken Hollywood in terms of its gross revenues. Many parents<br />

worry about the shoot-and-slash storylines of computer games and fear<br />

their children’s minds are being turned to mush. But experts who study<br />

these effects tend to be more sanguine. When Sonia Livingstone, a professor<br />

at the London School of Economics, studied the media habits and<br />

expectations of children and the impacts of the stroboscopic effects of fastmoving<br />

multimedia on children, her results were surprising. She discovered<br />

no measurable deterioration in terms of their powers of persuasion, retention,<br />

and recall—and observed that computer gaming often demands<br />

extraordinary feats of skill, intelligence, and motor coordination. She concluded<br />

that children were learning to learn in new ways. 56<br />

For the writer Douglas Rushkoff, too, ‘‘the television remote-control, the<br />

videogame joystick, and the computer mouse, have irrevocably changed<br />

young people’s relationship to media . . . young people have adapted<br />

well to this constant barrage on their senses and have mutated into ‘screenagers.’<br />

’’ 57 Where children have led, business now follows. Gaming theory<br />

in general, and visual simulations in particular, are a hot topic in business.<br />

When it comes to understanding how an economy, a company, or an ecosystem<br />

works, modeling and simulation—which provide a rich mixture of<br />

learning and doing—are a remarkably powerful tool for genuine under-

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