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Published on: 12/8/2007
Last Visited: 5/17/2008
In fact, there has long been a fear of games that mimic reality, according to Larry Dugan, assistant professor of computing sciences at FLCC.People are afraid of what they don't know.They're afraid that the unknown will supplant what they know.Then where will they be?
"When soccer came out for Atari, the biggest fear was that nobody was going to play soccer anymore," says Dugan.
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"This is so foreign to so many decisionmakers," says Dugan, a frequent online poker player.
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And that's a big plus in the social-benefits column for such games, says Larry Dugan, assistant professor of computing science at Finger Lakes Community College.In education, the concept of leveling means the difference between static, passive learning and dynamic, interactive learning.
"Students control the speed at which they level," says Dugan."If you control the speed, you control everything about it."
"Traditionally, the teacher was the controller, the lecturer," he goes on."Now, the teacher becomes more of a guide through knowledge as opposed to a dispenser of knowledge.It's all about empowerment as opposed to entitlement."
If this sounds too much like Lenin addressing the masses, it gets heavier yet: Gaming is the key momentum force of a much broader social evolution, says Dugan.Society itself is morphing into a virtual society, and that means more, not less, interaction.
"One of the kids in the focus group of an interactivity study said that sitting in the classroom is like getting on an airplane," says Dugan - time to tune out.
"That's not the way people are going to learn," he says.
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You can sit and listen to the teacher lecture about the work, but what are you going to remember about that, wonders Dugan.
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We're emotionally involved, says Dugan.Dugan travels the country touting the social and educational potentials of Second Life, a virtual world based on a science-fiction novel where users create avatars of themselves and explore and create a "second life."
"In these games, people tend to create their other self - call it the id - as reflections of themselves," says Dugan."That is, if they like themselves, they will create someone like themselves.Or if they have personality issues, they will create someone else or the negative image of themselves."
In one study, says Dugan, kids were asked what they liked about gaming, and for nearly all of them, the number one appeal was the social interaction they get in the online communities.
"The other thing is that these adolescents don't know what its like without it," he says."It's normal to them.
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"It's an evolution," says Dugan."It's dramatic.