On texting, videogames, and writing #dyr

Last year, 4.16 billion users made SMS the most popular data channel in the world. An estimated 6.1 trillion texts were sent, up from 1.8 trillion in 2007. And while the proportion of customers using SMS for more than simple messaging is still small, in poor nations these services are already changing the nature of commerce, crime, reporting news, political participation, and governing.

 

The subjects and themes and audiences of games should be no less of a concern than the contexts and purposes to which they are put. Not just adolescent fantasy and political activism, but everything in between.

 

research found that giving players the chance to adopt a new identity during the game and acting through that new identity – be it a different gender, hero, villain – made them feel better about themselves and less negative.

Looking at the players' emotion after play as well their motivation to play, the study found the enjoyment element of the videogames seemed to be greater when there was the least overlap between someone's actual self and their ideal self.

 

Video games aren't science. They are not a mystery of the universe that can be explained away via testable predictions and experimentation. We need to stop looking for answers, whether those answers would come from a technical innovation whose arrival only renews obsession with the next breakthrough, or from the final exploitation of the true nature of our medium by means of a historical discovery so obvious that it will become indisputable. The answers lie not in the past or the future, but in the present

 

We enter college hoping to learn effective communication skills—the kind of skills the recruiter in the Wall Street Journal article wished we possessed. But the joke is on us: the professors from whom we seek guidance, themselves don’t know good prose from porridge.

When we attend college, we throw our impressionable young minds headlong into this bog of ”scholars” such as Parsons; headlong into this asylum in which esteemed academic journals will publish gibberish if one uses the right buzzwords; headlong into this funhouse in which a computer program can generate random meaningless prose that reads passably like the stuff assigned in most graduate and undergraduate humanities classes. And from within this stylistic cesspool, we hope to get an education in how to write good prose.