Research & Statistics
According to the Interactive Digital
Software Association (IDSA), “In 2000 35% of Americans identified video
games as the most fun entertainment” (IDSA 2000). The video gaming
industry reported sales of over $6 billion to consumers world-wide.
Accordeing to IDSA, 42% of those game players under the age of
18, 37% between the ages of 18-35, and 21% over 35 years old.
Studies revealed that 90% of American households have video
gaming systems, compared to the 60% who have computers with Internet
access. The gender demographics of gamers are also stricking.
Only 10% of the people who play video games are female, compared
to the 90% of whom which are male.
The racial demographics show that 80% of game players world-wide
are of an ethnic minority. These numbers are expected to grow
as Internet access facilitates more and more game play (IDSA 2000).
If we look at various forms of media
(i.e. Internet, television, movie theaters, billboards, radio,
etc.) we can see how video games have evolved from just being
a form of entertainment to becoming a tool for learning.
Most games let the player experience a compelling story
or narrative by setting a scene and objects to be used by the
characters, and by creating a theme and a plot. Clearly video
games have emerged as one of the most poplar forms of entertainment,
especially those that contain a story-line and have been transformed
into movies (Sherry, Lucas, Rechtsteiner, Brooks, & Wilson
2000).
Theoretical Studies
In the gaming research study titled, “Beyond Myth and
Metaphor: The Case of Narrative in Digital Media,” author Marie-Laure Ryan argues that
narrative representation is constructed by the reader on the basis
of the text. This representation consists of a world (setting
situated in time), populated by individuals (characters), who
participate in actions and happenings (events, plot) and undergo
change. Similarly, composition theorists Schwartz and Bishop cite
the need for play if students are to become authors of meaningful
text. Bishop argues that,
“we need to be crossing the line between composition and the use
of multi-media far more often than we do. In fact we need to eliminate
the line entirely” (117).
In a study reported by composition
instructor and author Marcia Peoples Halio, in the article:
“Multimedia Narration: Constructing Possible Worlds,” Peoples
used multimedia with her 1st year composition students to help
them write more powerful narratives.
Her intent was to use multimedia to ground memory. She
concluded that the best approach was a process that sparked
students to think holistically with their senses and with their
generalizing intelligence. If
students start with words, they then look for sounds and graphics
to complement them. Many
students who wrote abstractly and generally became more specific.
Also those students who were experiencing writer's block became
unblocked by using the multimedia writing process to think of
themselves as authors (346-347). Nicolini argues that most students
who have trouble writing narratives at the computer viewed writing
as less of a chore, as less intimidating, and as something in
which they could be successful, perhaps for the first time,
after experiencing success with multimedia narration (58).
The research conducted by the National
Consensus Bureau, Gaming Theorists, and these Composition theorists
imply that there is a growing interest among the American population
that has spurred world-wide access to Video Gaming Technology.
One of the stereotypes that we have placed on our students who
play video games is that the majority of the gaming population
is at-risk students. This negative label originated from the
commonly held belief that most American college students who
have access to video games but who do not have home access to
computers are from economically disadvantaged families, and
are therefore unable to use technology with ease and comfort;
producing writing that is rushed and underdeveloped (Moran 218).
If as educators and administrators, we believe these
stereotypes, we have failed our students before they enter our
classroom.
If these students are able to understand
and develop the stories in video games, and are able to beat
the game, they should not be labeled as at-risk students. At-risk
students are defined as “Those students that have an increased
chance of experiencing failure and of not completing their educational
programs (McInelly & Fogt 10).
Instead of grouping and labeling these students, I propose
that teachers should be made aware of such students’ talents
with gaming and therefore develop alternative ways for students
to understand the connection between gaming and storytelling
when writing narratives in first year composition courses.