Montag, 29. Juni 2009

"far more than books or movies or music, games force you to make _decisions_. Novels may activate your imagination, and music may conjure up powerf..

ul emotions, but games force you to decide. to choose, to prioratize. All the fundumental benefits of gaming derive from this fundumental virtue, because learning to make the right decisions: weighing evidence, analyzing situations, consulting your long-term goals, and then deciding. No other pop cultural form directly engages the brain's decision-making apparatus in the same way. From the outside, the primary activity of a gamer looks like a fury of clicking and shooting, which is why so much of the conventional wisdom about games focuses on hand-eye coordination. But if you peer inside the gamer's mind, the primary activity turns out to be another creature altogether: making decisions, some of them snap judgements, some long-term strategies.
--Steven Johnson, "Everything bad is good for you", p 41)

Reading is not an active, participatory process; it's a submissive one. The book readers of the younger generation are learning to "follow the plot"..

instead of learning to lead. --Steven Johnson "Everything bad is good for you", p20.

Sonntag, 17. Mai 2009

There is a basic social devide between those for whom life is an accrual of fresh experience and knowledge, and those to whom maturity is a process ..

"People who read for pleasure are many times more likely than those who don't to visit museums and attend musical performances, almost three times as likely to perform volunteer and charity work, and almost twice as likely to attend sporting events. Readers, in other words, are active, while nonreaders - more than half the population - have settled into apathy. There is a basic social devide between those for whom life is an accrual of fresh experience and knowledge, and those to whom maturity is a process of mental atrophy. --Andrew Solomon