Thursday, April 4, 2013

Moulthrop, "After the Last Generation..."


Our ENGL 885 class recently learned the mechanisms, work, and thought put into a Wikipedia article and the demands an article and its content must meet in order to remain active, live on the Internet. Guest lecture Trish Fancher prepared a wonderful presentation to our class—it was one I felt enjoyable even as a student who will not be teaching ENGL 103 next year. Intrigued and burning with desire to uncover more than available from this week’s short article, I opened my browser and navigated to Wikipedia in search for information on Stuart Moulthrop and his piece “After the Last Generation: Rethinking Scholarship in the Days of Serious Play.”

The Wikipedia article on Moulthrop deems him “an innovator of electronic literature and hypertext fiction, both as a theoretician and as a writer” (“Stuart Moulthrop”)—a description I concur with after having read this week’s article. From the opening lines, I gathered Moulthrop as a futurist, one very ahead of his time, or is he? Is he talking about the way things will be or reflecting on the way they already are? I found the series of rhetorical questions scattered throughout the text a great way to incorporate readers, prompt us to rethink the concepts he addresses, and pose additional inquiry.

I enjoyed the inserted thoughts and quotations that Moulthrop includes from “linguist, literary theorist, and born-again video gamer” James Paul Gee. (208). Gee’s words triggered me to reflect on my own education both in and outside of classroom. For example, I must credit Treasure Mountain! for my superb mathematics skills that quickly advanced me to levels higher than my peers during my elementary years. The game, which Wikipedia cites as “an educational computer game published by The Learning Company in 1990” teaches children basic math and logic skills through an adventure taking in place Treasureland on a mountain called Treasure Island (“Treasure Mountain”). I became enthralled with this game at the young age of four. Users were greeted with various math problems upon completing tasks within the game (e.g., finding hidden treasures, capturing elves, etc.). Although Moulthrop would find this game and the interface dated, he might take fancy to this idea of computer games as educational and entertaining being witnessed by myself in the early 90s. Treasure Mountain! was the extent to my computer and/or video game playing days (with the exception of Mario Kart on Nintendo 64); however, even as a non-gamer, I cannot disagree with Moulthrop’s claims. I, too—although not to the same degree—see the trends he writes of and shares with readers; I see his concern for future academia if these trends are not taken into consideration.  

In the following lines, Gee makes a claim similar to those Jody Shipka defends in Toward A Composition Made Whole. Gee states: “…the theory of learning in good video games fits better with the modern, high-tech, global world today’s children and teenagers live in than do the theories (and practices) of learning that they see in school…” (Moulthrop, 208). Similarly, Shipka makes claims regarding composition and writing and what constitutes as a “paper.” Shipka handles the changing dynamic of incoming college students by modifying her assignments; she distributes them to her students with the intention of inviting creativity, personal touch, and additional reflection. Her work further credits what Moulthrop writes in his work—the idea of evolution, change, and creative modification is already taking place today. If this change continues to push forward (and according to both authors it will), are students and faculty to be left in the dust? Moulthrop foreshadows the demise of education, as we know it, and he delves into the future of academia with an idea of video gaming at its core.

Here are some questions I have: What are the differences between video and mind and/or computer games in terms of their implementation in academia? In my educational experiences, mind games (e.g., brain teasers, variations of IQ tests, etc.) have been encouraged and often implemented into course curricula. In many classes I have partaken in various online, interactive activities that could very well have been video games. If these games are accepted, embraced in academia, why the lack of incorporating video games in today’s modern classroom? Furthermore, if students can watch educational videos such as School House Rock, laugh at the teachings and corky lessons of Bill Nye the Science Guy, and play interactive computer games testing English and Language Arts skills, why can they not engage in a different medium, like video games? Some of my fondest memories of elementary, middle and high school education were the result of these interactive elements. I was excited about learning and engaged in the multiple facets of schoolwork; I retained more information and entered the realm of higher education with an appetite for learning in an advanced, “multimodal” environment.

Although I am not knowledgeable in the video game literacy that Moulthrop discusses, I do acknowledge, appreciate and agree with the claims it brings forth. As Moulthrop writes: “Separating play from culture, or games from writing, would create a situation reminiscent of that ‘dissociation of sensibility’” (211). This particular line takes me back to our class discussion of rhetoric vs. composition and the dissonance between the two apparently dissimilar fields. Moulthrop addresses this abruptly with a clear statement: “Writing is still writing, even with funkier friends” (211). Perhaps this is the lesson readers, critics and all those in current and future academia should remember. After all, “the end of the world is…just a language game, and the show must go on” (Moulthrop, 209).