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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
http://www.washingtonpost.com/wp-dyn...-2004Dec4.html By Patrick Welsh Sunday, December 5, 2004; Page B01 Jake Stephens, a senior in my AP English class at T.C. Williams High School, is hooked. "The narrative is so exciting you lose all track of time," he said to me last week. "Three hours can go by and it seems like 15 minutes. Once I'm into it, it's hard to think of anything else; all my focus is on finishing the story line." Was Jake talking about "All the Pretty Horses," the novel I'm currently having my students read? I wish. Personally, I find Cormac McCarthy's coming-of-age cowboy tale enthralling, with its tragic love story, graphic violence and lyrical writing. But Jake probably thinks it's pretty tame. He's seduced by a different kind of narrative -- the car-stealing frenzy of one of his favorite video games, Grand Theft Auto: San Andreas. I've known for a long time that a lot of the boys in my English classes are more interested in connecting with their Xboxes in the evening than with the next three chapters of Toni Morrison's "Song of Solomon." But ever since I observed their mounting hysteria over last month's "premiere" of Halo 2, the new combat game from Microsoft, I've been trying to find out what's behind the lure of video games. As the boys I teach have endeavored to enlighten me, I haven't known whether to laugh, cry, or go find a new job. What they told me has me wondering how what I teach can possibly compete with the fast-paced razzle-dazzle of this ever-evolving entertainment form and worrying about the young guys who spend so much time divorced from reality and the life of the mind as they zap away the hours before their video screens. I had to chuckle at the image of otherwise reasonable boys keeping a vigil outside the Best Buy store in Potomac Yards until the doors opened at midnight on Nov. 9, when they could charge in to be the first to snap up Halo 2, which added $125 million to Bill Gates's company fortune on its debut day alone. But I didn't think it was so funny when some guys skipped school that day to stay home and try to beat the game. Senior Steve Penn (who wasn't one of the skippers) told me that the following weekend, he played for six hours straight (minus bathroom breaks) at a friend's house. When he got home at 1 a.m. on Sunday, he went at it for two more hours, fell asleep, got up at 7 and fired up the game again. "My mother had to remind me to change my clothes and take a shower," he said. Steve, like Jake, is a good student; he even finished "All the Pretty Horses" (which he said he appreciated because it "wasn't sappy") a week before it was due. I'm not especially worried about the boys who manage to balance their passion for video games with their responsibilities to school and to themselves. But I have to wonder what effect this widespread, intense obsession with the games is bound to have on the boys who can't, or don't, manage that balance, the boys whose time and concentration the games suck away. And suck them away they do. I'm not the only one to see it happening. T.C. girls have told me that at parties they are often totally ignored as the guys gather around TV screens, entranced by one video game or another. "Girls sit around watching the guys play until they get fed up and drive off looking for something else to do," says junior Sarah Kell, for whom the games range from "stupid and boring" to "disgusting." (Most girls tell me they find the games silly.) "We try to tell them they're wasting their time, but they just keep going. Some guys stay up playing until 3 in the morning on school nights, and then they try to do their homework." I figured I would finally discover what all the excitement was about when I went to a Halo 2 party at a friend's Internet company recently. But as I wandered among the four offices where teams of three to four guys -- bright, highly educated guys in their mid-twenties and early thirties -- were competing, I kept asking myself: "Is this all there is to it?" I'm not sure what I was expecting, but certainly it was something more than a game where you shoot at moving objects until you get 50 "kills." I know that Halo 2 aficionados will say that's a gross oversimplification. And as one who gave up video games after several failed attempts at Pac-Man in the early '70s, I may be the last person who should be commenting on them. Like many others, though, I find the rampant violence, misogyny and sexual and racial stereotyping of some games beyond offensive, and wonder about the negative messages they're sending to young people. But my more immediate concern is how to get books back on the playing field. I became an English teacher because I love literature and wanted to share it with students. Literature, however, demands that we enter into an imaginative world slowly, through the written word. It forces us to re-create this world in our minds, through the power of our imaginations. When my students finish "All the Pretty Horses," I'll show them some scenes from the 2000 movie. I know that the students who really got into the reading will say, as kids in previous years have said, that the world the movie creates -- even enhanced by the star power of Matt Damon and Penelope Cruz -- can in no way compare to the richness of the world the book allows them to evoke for themselves. But I also know that many of the boys won't care one way or the other. They won't have engaged with the novel on the level that really makes an imagined story come alive. Entering the fictional world of a novel takes a different set of skills from getting to the "next level" in a video game -- as I found out during my pathetic attempt to steal a car when I played Grand Theft Auto: San Andreas last week. As much as I love "All The Pretty Horses," I admit it can't compel the focus or generate the kind of excitement that guys find in Halo 2, Madden '05, Grand Theft Auto or any of the other new generation of games. Whatever vicarious experience a novel or even a movie can offer, "gamers" say it can't approach a video game's intensity of experience. "A video game is like a novel -- it has a plot, a setting and a theme. But it's the interaction that a novel doesn't have that makes the video games so intriguing," said Steve Penn, in a patient effort to enlighten me. "With a video game you're seeing the action happen in front of you; you have some control, which creates an illusion that you're in the game." Jake Stephens feels the same way. "It's like reading an exciting book, except you feel you are in the book," he says. "Once I start a game like San Andreas, I am so into it that I sit in class thinking about how I can get to the next level when I get home." I have to confess that when I was in high school, reading novels wasn't too high on my list of priorities, either. So maybe, you say, I shouldn't worry about my students. They'll come around to literature later. But the video craze apparently isn't something that wears off with adolescence. In fact, it seems to intensify in college. Old Dominion University freshman Nick Pratt said that as soon as Halo 2 came out, some guys skipped classes for three straight days to play the game in the dorms. Duke freshman Sarah Ball told me she can walk down the hall of a male-only floor in her dorm and hear video games going in every room. "Lately they've been having Halo 2 tournaments," she reports. "There will be wall-to-wall bodies in a room, the lights are off for that video game ambience. I stuck my head in once to ask a friend a question and got death stares." Video games have taken over the lives of some guys in her dorm, says University of Virginia freshman Remy Kauffmann. "I've never seen anything like it. It's hard to have a conversation with these guys. If they're not playing, they want to start up a game." "One of the reasons so many kids bomb out of college in their first year," says Silver Spring educational psychologist Bill Stixrud, "is that without parents to set some boundaries, they can't control the video games and other electronic entertainment available to them." How often do you think that happens with a good novel? T.C. Williams senior L.J. Harbin has played his share of video games, especially the ones involving cars, like Gran Turismo. He agrees that the games take time away both from studies and from the development of physical abilities. "There are more and more couch potatoes -- guys who are 30 to 40 years old and organize tournaments. Some work just to pay for their addiction," L.J. says. "I know two guys who are Halo fanatics and both chose the game over their girlfriends. They would rather be sitting on their butts pushing buttons than doing something with their girlfriends." T.C. Williams football coach Greg Sullivan says that he sees fewer and fewer kids playing outside when he drives around Northern Virginia. "They are inside playing video games," he says. "More kids are finding real sports too demanding." I know we all need entertainment and downtime, and I've certainly thrown away a few hours in my life myself. I would love to have back all the time I've wasted watching professional football games. And I take a little solace from the predictions of cyberspace gurus at places like MIT, who say that video games are creating a new art form -- the interactive narrative -- as revolutionary as the printing press or the invention of movies. Interactive narratives will put us right in the story and allow us, at the push of a button, to choose from many plot lines, they promise. But while we're waiting for the next Orson Welles or Francis Ford Coppola to come out of Silicon Valley or MIT, I see a whole generation of boys being manipulated by mercenary video game designers who aren't terribly interested in creating high art. I worry that video games are contributing to the growing gap I see in the academic achievement of boys and girls and to the disproportionate number of boys being labeled LD and being put on Ritalin. A recent Japanese study compared the brain activity of children adding single-digit numbers to that of children playing Nintendo games. It found that the Nintendo games stimulated only the temporal lobes, which regulate basic sensory activity, while doing the simple math problems stimulated not only the temporal but also the frontal lobe, which governs impulse control, goal-directed behavior and memory. "Young brains grow on a 'use it or lose it' principle," says Stixrud, who fears that video games may be stunting the brain development of young children. He sees kids in his practice who have developed sleep disorders because they spend three or four hours a night playing electronic games. Tomorrow, I will give my first-period class a test on the final section of "All the Pretty Horses." There are some great boys in that class, and I hope they've been able to take the time and find the solitude to give themselves a chance to get into the novel. If they don't like it after a solid effort, so be it. I won't argue over questions of taste. But I will be royally bothered if they've been cheated out of a chance to experience the beauty and power of the book because a marathon of video game-playing dissipated their time and blunted their sensibilities. Pat Welsh has taught English at T.C. Williams High School in Alexandria for more than 30 years. |
#2
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
In article .com,
Fred Goodwin, CMA wrote: It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games http://www.washingtonpost.com/wp-dyn...-2004Dec4.html By Patrick Welsh Sunday, December 5, 2004; Page B01 Jake Stephens, a senior in my AP English class at T.C. Williams High School, is hooked. "The narrative is so exciting you lose all track of time," he said to me last week. "Three hours can go by and it seems like 15 minutes. Once I'm into it, it's hard to think of anything else; all my focus is on finishing the story line." .................... Tomorrow, I will give my first-period class a test on the final section of "All the Pretty Horses." There are some great boys in that class, and I hope they've been able to take the time and find the solitude to give themselves a chance to get into the novel. If they don't like it after a solid effort, so be it. I won't argue over questions of taste. But I will be royally bothered if they've been cheated out of a chance to experience the beauty and power of the book because a marathon of video game-playing dissipated their time and blunted their sensibilities. You might consider that the book has beauty and power; someone else might consider it irrelevant trash. Both are right, for themselves. Frankly, I dislike the great bulk of the present Politically Correct "literature". I consider it nothing but propaganda, designed to mold children's minds so they will consider the essential hyperegalitarian religion (I know they do not call it such) of the educationists and their humanist cohorts. I find even such classics as the _Iliad_ and the _Odyssey_ as somewhat boring and loaded with unnecessary description. Someone else may find such as well to their liking. When it comes to modern writers beloved of English teachers, I consider it literature in the sense that a blank piece of canvas is considered art, or even worse. English teachers should not teach politically correct novels for their "value", but should recognize the propaganda and teach the children to do so. Those children might then notice the propaganda in the video games. Pat Welsh has taught English at T.C. Williams High School in Alexandria for more than 30 years. -- This address is for information only. I do not claim that these views are those of the Statistics Department or of Purdue University. Herman Rubin, Department of Statistics, Purdue University Phone: (765)494-6054 FAX: (765)494-0558 |
#3
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
Fred Goodwin, CMA wrote:
It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games http://www.washingtonpost.com/wp-dyn...-2004Dec4.html By Patrick Welsh Sunday, December 5, 2004; Page B01 Jake Stephens, a senior in my AP English class at T.C. Williams High School, is hooked. "The narrative is so exciting you lose all track of time," he said to me last week. "Three hours can go by and it seems like 15 minutes. Once I'm into it, it's hard to think of anything else; all my focus is on finishing the story line." Was Jake talking about "All the Pretty Horses," the novel I'm currently having my students read? I wish. Personally, I find Cormac McCarthy's coming-of-age cowboy tale enthralling, with its tragic love story, graphic violence and lyrical writing. But Jake probably thinks it's pretty tame. He's seduced by a different kind of narrative -- the car-stealing frenzy of one of his favorite video games, Grand Theft Auto: San Andreas. I've known for a long time that a lot of the boys in my English classes are more interested in connecting with their Xboxes in the evening than with the next three chapters of Toni Morrison's "Song of Solomon." But ever since I observed their mounting hysteria over last month's "premiere" of Halo 2, the new combat game from Microsoft, I've been trying to find out what's behind the lure of video games. As the boys I teach have endeavored to enlighten me, I haven't known whether to laugh, cry, or go find a new job. What they told me has me wondering how what I teach can possibly compete with the fast-paced razzle-dazzle of this ever-evolving entertainment form and worrying about the young guys who spend so much time divorced from reality and the life of the mind as they zap away the hours before their video screens. I had to chuckle at the image of otherwise reasonable boys keeping a vigil outside the Best Buy store in Potomac Yards until the doors opened at midnight on Nov. 9, when they could charge in to be the first to snap up Halo 2, which added $125 million to Bill Gates's company fortune on its debut day alone. But I didn't think it was so funny when some guys skipped school that day to stay home and try to beat the game. Senior Steve Penn (who wasn't one of the skippers) told me that the following weekend, he played for six hours straight (minus bathroom breaks) at a friend's house. When he got home at 1 a.m. on Sunday, he went at it for two more hours, fell asleep, got up at 7 and fired up the game again. "My mother had to remind me to change my clothes and take a shower," he said. Steve, like Jake, is a good student; he even finished "All the Pretty Horses" (which he said he appreciated because it "wasn't sappy") a week before it was due. I'm not especially worried about the boys who manage to balance their passion for video games with their responsibilities to school and to themselves. But I have to wonder what effect this widespread, intense obsession with the games is bound to have on the boys who can't, or don't, manage that balance, the boys whose time and concentration the games suck away. And suck them away they do. I'm not the only one to see it happening. T.C. girls have told me that at parties they are often totally ignored as the guys gather around TV screens, entranced by one video game or another. "Girls sit around watching the guys play until they get fed up and drive off looking for something else to do," says junior Sarah Kell, for whom the games range from "stupid and boring" to "disgusting." (Most girls tell me they find the games silly.) "We try to tell them they're wasting their time, but they just keep going. Some guys stay up playing until 3 in the morning on school nights, and then they try to do their homework." I figured I would finally discover what all the excitement was about when I went to a Halo 2 party at a friend's Internet company recently. But as I wandered among the four offices where teams of three to four guys -- bright, highly educated guys in their mid-twenties and early thirties -- were competing, I kept asking myself: "Is this all there is to it?" I'm not sure what I was expecting, but certainly it was something more than a game where you shoot at moving objects until you get 50 "kills." I know that Halo 2 aficionados will say that's a gross oversimplification. And as one who gave up video games after several failed attempts at Pac-Man in the early '70s, I may be the last person who should be commenting on them. Like many others, though, I find the rampant violence, misogyny and sexual and racial stereotyping of some games beyond offensive, and wonder about the negative messages they're sending to young people. But my more immediate concern is how to get books back on the playing field. I became an English teacher because I love literature and wanted to share it with students. Literature, however, demands that we enter into an imaginative world slowly, through the written word. It forces us to re-create this world in our minds, through the power of our imaginations. When my students finish "All the Pretty Horses," I'll show them some scenes from the 2000 movie. I know that the students who really got into the reading will say, as kids in previous years have said, that the world the movie creates -- even enhanced by the star power of Matt Damon and Penelope Cruz -- can in no way compare to the richness of the world the book allows them to evoke for themselves. But I also know that many of the boys won't care one way or the other. They won't have engaged with the novel on the level that really makes an imagined story come alive. Entering the fictional world of a novel takes a different set of skills from getting to the "next level" in a video game -- as I found out during my pathetic attempt to steal a car when I played Grand Theft Auto: San Andreas last week. As much as I love "All The Pretty Horses," I admit it can't compel the focus or generate the kind of excitement that guys find in Halo 2, Madden '05, Grand Theft Auto or any of the other new generation of games. Whatever vicarious experience a novel or even a movie can offer, "gamers" say it can't approach a video game's intensity of experience. "A video game is like a novel -- it has a plot, a setting and a theme. But it's the interaction that a novel doesn't have that makes the video games so intriguing," said Steve Penn, in a patient effort to enlighten me. "With a video game you're seeing the action happen in front of you; you have some control, which creates an illusion that you're in the game." Jake Stephens feels the same way. "It's like reading an exciting book, except you feel you are in the book," he says. "Once I start a game like San Andreas, I am so into it that I sit in class thinking about how I can get to the next level when I get home." I have to confess that when I was in high school, reading novels wasn't too high on my list of priorities, either. So maybe, you say, I shouldn't worry about my students. They'll come around to literature later. But the video craze apparently isn't something that wears off with adolescence. In fact, it seems to intensify in college. Old Dominion University freshman Nick Pratt said that as soon as Halo 2 came out, some guys skipped classes for three straight days to play the game in the dorms. Duke freshman Sarah Ball told me she can walk down the hall of a male-only floor in her dorm and hear video games going in every room. "Lately they've been having Halo 2 tournaments," she reports. "There will be wall-to-wall bodies in a room, the lights are off for that video game ambience. I stuck my head in once to ask a friend a question and got death stares." Video games have taken over the lives of some guys in her dorm, says University of Virginia freshman Remy Kauffmann. "I've never seen anything like it. It's hard to have a conversation with these guys. If they're not playing, they want to start up a game." "One of the reasons so many kids bomb out of college in their first year," says Silver Spring educational psychologist Bill Stixrud, "is that without parents to set some boundaries, they can't control the video games and other electronic entertainment available to them." How often do you think that happens with a good novel? T.C. Williams senior L.J. Harbin has played his share of video games, especially the ones involving cars, like Gran Turismo. He agrees that the games take time away both from studies and from the development of physical abilities. "There are more and more couch potatoes -- guys who are 30 to 40 years old and organize tournaments. Some work just to pay for their addiction," L.J. says. "I know two guys who are Halo fanatics and both chose the game over their girlfriends. They would rather be sitting on their butts pushing buttons than doing something with their girlfriends." T.C. Williams football coach Greg Sullivan says that he sees fewer and fewer kids playing outside when he drives around Northern Virginia. "They are inside playing video games," he says. "More kids are finding real sports too demanding." I know we all need entertainment and downtime, and I've certainly thrown away a few hours in my life myself. I would love to have back all the time I've wasted watching professional football games. And I take a little solace from the predictions of cyberspace gurus at places like MIT, who say that video games are creating a new art form -- the interactive narrative -- as revolutionary as the printing press or the invention of movies. Interactive narratives will put us right in the story and allow us, at the push of a button, to choose from many plot lines, they promise. But while we're waiting for the next Orson Welles or Francis Ford Coppola to come out of Silicon Valley or MIT, I see a whole generation of boys being manipulated by mercenary video game designers who aren't terribly interested in creating high art. I worry that video games are contributing to the growing gap I see in the academic achievement of boys and girls and to the disproportionate number of boys being labeled LD and being put on Ritalin. A recent Japanese study compared the brain activity of children adding single-digit numbers to that of children playing Nintendo games. It found that the Nintendo games stimulated only the temporal lobes, which regulate basic sensory activity, while doing the simple math problems stimulated not only the temporal but also the frontal lobe, which governs impulse control, goal-directed behavior and memory. "Young brains grow on a 'use it or lose it' principle," says Stixrud, who fears that video games may be stunting the brain development of young children. He sees kids in his practice who have developed sleep disorders because they spend three or four hours a night playing electronic games. Tomorrow, I will give my first-period class a test on the final section of "All the Pretty Horses." There are some great boys in that class, and I hope they've been able to take the time and find the solitude to give themselves a chance to get into the novel. If they don't like it after a solid effort, so be it. I won't argue over questions of taste. But I will be royally bothered if they've been cheated out of a chance to experience the beauty and power of the book because a marathon of video game-playing dissipated their time and blunted their sensibilities. Pat Welsh has taught English at T.C. Williams High School in Alexandria for more than 30 years. ------------------------------ Video games offer tremendous excitement and "progress" of "things happening" without the "player" having to actually develop or engineer any of it. The actual player contribution is virtually trivial! I saw a bunch of gamer boy couch potatoes whom you imagined could not be pulled away from it, go wild for neolithic woodcraft when presented with a real life scenario of having to hunt and gather for a living. Similar results are also achieved when presenting these cheated children with a wooodworking shop to build what they liked, or a junkyard and machine shop with welding training. What we are no longer doing is offering kids a real-life outlet for creativity, we shut them into dead apartment rooms where the only window out of it is a CRT. Notably this is as true of boys as girls!! We just don't see the quiet indoors pursuits of girls as just stultifying, WHEN WE SHOULD! Steve |
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
Herman Rubin wrote:
Frankly, I dislike the great bulk of the present Politically Correct "literature". I consider it nothing but propaganda, designed to mold children's minds so they will consider the essential hyperegalitarian religion (I know they do not call it such) of the educationists and their humanist cohorts. --------------------------- That's just because you're a rightist Fundy bigot. Steve |
#5
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
"R. Steve Walz" wrote:
Herman Rubin wrote: Frankly, I dislike the great bulk of the present Politically Correct "literature". I consider it nothing but propaganda, designed to mold children's minds so they will consider the essential hyperegalitarian religion (I know they do not call it such) of the educationists and their humanist cohorts. --------------------------- That's just because you're a rightist Fundy bigot. Actually, from his postings, I think he is just an elderly libertarian Jewish bigot. lojbab |
#6
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
Herman Rubin wrote: I find even such classics as the _Iliad_ and the _Odyssey_ as somewhat boring and loaded with unnecessary description. I used to have trouble reading details and description myself, but I now appreciate them much more. In a well-written novel, such details reflect some of the themes of the book. 'The Iliad' anyway lists a lot of details presumably because it was meant to capture history, and the individual accomplishments and fate of those in the battle. A good translation will be in good poetry too, though I'm guessing it's impossible to capture the Greek original. I first learned parts of it in junior high with a highly simplified text that focused only on the main story. Images and a brief study of Greek mythology were also included. That was all very helpful to me, and it was the first time I really got hooked on literature. C. |
#7
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
Bob LeChevalier wrote:
"R. Steve Walz" wrote: Herman Rubin wrote: Frankly, I dislike the great bulk of the present Politically Correct "literature". I consider it nothing but propaganda, designed to mold children's minds so they will consider the essential hyperegalitarian religion (I know they do not call it such) of the educationists and their humanist cohorts. --------------------------- That's just because you're a rightist Fundy bigot. Actually, from his postings, I think he is just an elderly libertarian Jewish bigot. lojbab -------------------- His Judaism is politically irrelevant. Libertarians are actually just Republicans who imagine they are "pro- freedom", when actually, like Rightist Republicans and Fundies, they are ONLY in support of freedom for the rich to rob the poor, and for people of similar Fundy religious bigotries to their own. To be a Fundy you don't have to be a Xtian, or a Muslim fanatic. The most ridiculous thing about the war on terror is that if Republicans were honest they'd admit that they believe the same **** as the Taliban! And as for antisexual Fundies, that's every single ****ing mainline Xtian denomination! There's no difference. Kill All Fundies Everywhere!! Steve |
#8
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
In article . com,
lariadna wrote: Herman Rubin wrote: I find even such classics as the _Iliad_ and the _Odyssey_ as somewhat boring and loaded with unnecessary description. I used to have trouble reading details and description myself, but I now appreciate them much more. In a well-written novel, such details reflect some of the themes of the book. Not really; it is more distracting. However, some of the modern research on the places mentioned in the _Odyssey_, and how the information was deduced from the text, might be interesting. 'The Iliad' anyway lists a lot of details presumably because it was meant to capture history, and the individual accomplishments and fate of those in the battle. A good translation will be in good poetry too, though I'm guessing it's impossible to capture the Greek original. I first learned parts of it in junior high with a highly simplified text that focused only on the main story. Images and a brief study of Greek mythology were also included. That was all very helpful to me, and it was the first time I really got hooked on literature. Why should anyone read a "simplified" text? Middle school students should be able to handle that vocabulary and already know that much history, and about Greek mythology. C. -- This address is for information only. I do not claim that these views are those of the Statistics Department or of Purdue University. Herman Rubin, Department of Statistics, Purdue University Phone: (765)494-6054 FAX: (765)494-0558 |
#9
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
Herman Rubin wrote: In article . com, lariadna wrote: Herman Rubin wrote: I find even such classics as the _Iliad_ and the _Odyssey_ as somewhat boring and loaded with unnecessary description. I used to have trouble reading details and description myself, but I now appreciate them much more. In a well-written novel, such details reflect some of the themes of the book. Not really; it is more distracting. "Most of the big shore places were closed now and there were hardly any lights except the shadowy, moving glow of a ferryboat across the Sound. And as the moon rose higher the inessential houses began to melt away until gradually I became aware of the old island here that flowered once for Dutch sailors' eyes-[the] fresh green... of the new world. Its vanished trees, the trees that had made way for Gatsby's house, had once pandered in whispers to the last and greatest of all human dreams; for a transitory enchanted moment man must have held his breath in the presence of this continent, compelled into an aesthetic contemplation he neither understood nor desired, face to face for the last time in history with something commensurate to his capacity for wonder." --F.Scott Fitzgerald However, some of the modern research on the places mentioned in the _Odyssey_, and how the information was deduced from the text, might be interesting. Yes, I agree. In my experience, however, classes were not interdisciplinary. Perhaps that has changed. 'The Iliad' anyway lists a lot of details presumably because it was meant to capture history, and the individual accomplishments and fate of those in the battle. A good translation will be in good poetry too, though I'm guessing it's impossible to capture the Greek original. I first learned parts of it in junior high with a highly simplified text that focused only on the main story. Images and a brief study of Greek mythology were also included. That was all very helpful to me, and it was the first time I really got hooked on literature. Why should anyone read a "simplified" text? Middle school students should be able to handle that vocabulary and already know that much history, and about Greek mythology. You have already mostly answered the question--keyword, focus. In my case, there were only short selections because we had a huge literature textbook with numerous other selections in it. C. |
#10
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It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games
Fred Goodwin quoted:
It's No Contest: Boys Will Be Men, and They'll Still Choose Video Games Jake Stephens, a senior in my AP English class at T.C. Williams High School, is hooked. "The narrative is so exciting you lose all track of time," he said to me last week. "Three hours can go by and it seems like 15 minutes. Once I'm into it, it's hard to think of anything else; all my focus is on finishing the story line." So he is interested in story lines. Perhaps he would be interested in doing an assignment where he compares the story line of a video game to the story line of a book. Are there other elements of the book that he doesn't see in the video game and vice versa? Was Jake talking about "All the Pretty Horses," the novel I'm currently having my students read? I wish. Personally, I find Cormac McCarthy's coming-of-age cowboy tale enthralling, with its tragic love story, graphic violence and lyrical writing. But Jake probably thinks it's pretty tame. He's seduced by a different kind of narrative -- the car-stealing frenzy of one of his favorite video games, Grand Theft Auto: San Andreas. Has this teacher actually asked Jake if he considers it pretty tame? Maybe he just prefers the city to the country, or maybe that is the current interest of young people. Perhaps we should ask students if there is a difference between the violence in such a novel and the violence in a video game. Is there some purpose for presenting it in the book? In the video game, is the goal just to kill the bad guys (maybe a sort of training for becoming a soldier)? In the book (sorry, I haven't read that one), does one see any personal consequences of the violence? Do boys feel that they should learn about the personal side of violence? There is something to be said for suppressing personal feelings in battle, but how do boys (and girls) feel about that? Should we learn more about those we fight? What does it mean to respect the enemy? Or should we focus on ending the war in certain cases? If the students actually don't like the particular book being taught, why is that? Perhaps they can suggest the kind of book they would actually like to read. Like many others, though, I find the rampant violence, misogyny and sexual and racial stereotyping of some games beyond offensive, and wonder about the negative messages they're sending to young people. But my more immediate concern is how to get books back on the playing field. If that is true, and from what I have heard, there seems to be truth to it, it seems that the more immediate concern should be teaching about the messages of violence and sexual and racial stereotyping in videos and in books without condemning the students if they are not educated about such issues. Exactly how to approach that could be challenging, but if it is an issue, it should not be ignored. And why does this author and girls find these games silly? Perhaps they should share such feelings in the class--it might give boys some insight. (I'm generalizing when I say 'boys' --I realize that some girls might play violent video games as well.) But it's the interaction that a novel doesn't have that makes the video games so intriguing," said Steve Penn, in a patient effort to enlighten me. "With a video game you're seeing the action happen in front of you; you have some control, Why would boys need to feel that kind of control, I wonder? Do they feel that they lack control in other ways, or is it simply a natural control that they are gaining that all young people need to gain? Would girls become more confident in some ways if they too played similar kinds of games? I have to confess that when I was in high school, reading novels wasn't too high on my list of priorities, either. So maybe, you say, I shouldn't worry about my students. They'll come around to literature later. But the video craze apparently isn't something that wears off with adolescence. In fact, it seems to intensify in college. I agree with that, but it seems that some students need to be a little more well-rounded. There are definitely some computer games that require more skills than just killing others. Perhaps the quality of video game should be analyzed as well. Maybe a boy should think about writing his own video game--would he focus more on war or diplomacy winning, personal feelings and respect, learning about other cultures, etc.? Multimedia, movies, etc., have the potential to be art or good learning tools just as do novels and history books. C. |
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