Ethical Games
From: Dr.
To: Dr. Yitzhaq Hayut-Man
“Ethical Games”- 1
1.
We are not dealing with “Moral Education”. “Education”
is what happens in schools and is generally a function of the continuation of
the industrial era mind set. There are many problems that are associated with
the idea of morals in a setting of publically funded schooling systems that are
a function of the separation of Church and state thinking.
What we
are talking about is a new way of dealing with how to design, create and
market “learning environments” in which ethics and moral issues are available
and make up a basic part of the process itself.
2.
Film is the vehicle that was the most significant way
of telling our Mythos – story telling for the 20th century.
It is now computer
gaming that is the vehicle through the Internet that the fundamental
Mythos, Saga, Storytelling of the 21st century. This is the
vehicle on a global scale through Cyberspace and is the Mythos of Cyberia.
It is
important to remember that all of the players of web based computer games will
be using them on computers or cell phones, or PDAs, or some new device that
works on some sort of screen. The light that is used to allow this to function
is “emitted light” that is primarily accessed in the brain through the right
hemisphere. It is important to keep in mind that this Net Generation is
really rewiring our brain in ways that never happened in all of human history.
We have gone
from Web 1.0, to Web 2.0 in just a decade and from a Web 2.0 to a Web 3.0 in a
few years only. This will only accelerate in time. Considering to needs of the
generation of tomorrow, perhaps the primary vehicle for its creative
development are the vast potentials of Computer gaming on the Web in Cyberspace.
Web based
computer games is now a bigger financial industry than movies and will continue
to increase in scale in the future. It is likely that the Art Form of
Cyberspace is and will continue to be web based computer gaming.
It was Johan
Huizinga who’s book on “Homo Ludens” - Man the Player - saw this many years
ago.
Now using
the Web we are always playing and learning.
It might be
that Homo Ludens is the river that flows through the Cyberspace of the 21st
century.
We can connect this with the theme that is found in Psalms 119 where the term “le shaashe’ạ BaTorah” is used seven times in varying forms. The term “ le shaashe’ạ” can mean: to play, delight in, enjoy with. And to use our contemporary term what we now call “edutainment” a conflation of the two words: education and entertainment.
3.
Daniel Pink, in his new book “A whole New Mind: Moving
from the Information Age to The Conceptual Age” deals with exactly what
Computer games are doing.
School education deals with sequence, literalness, and
analysis - Left Hemisphere systems.
In our post-post modern world, our Transmodern world - what
is needed is more like the Right hemisphere type learning – which deals with
context, emotional expression, and synthesis, artistry, empathy, seeing the big
picture, and pursuing the transcendent.
In order to flourish in our transmodern world we need to
develop learning environments that can supplement our well developed high-tech
abilities with aptitudes that are “high concept” and “high touch”.
High concept involves the ability to create artistic and
emotional beauty, to detect patterns and opportunities, to craft satisfying
narratives, and to develop inventions and innovations.
High touch involves the capacity to empathize, to understand
the subtleties of human interaction, to find joy in one’s self and to be able
to illicit it in others, and to stretch beyond the daily grind in pursuit of purpose
and meaning.
Pink, goes on to suggest that we need to develop six
senses: Design, Story-telling, Symphony, Empathy, Play (intertwining work and
play, mixing it up to energize both), Meaning.
Computer games now can do many of these and the ethical games
can do it on a much more powerful scale.
Professor Howard Gardner of Harvard, of Multiple Intelligence
fame, in his new book “Five Minds for the Future”; He deals with the five
minds or mindsets that each of us will need to master:
1.
To know how to work steadily over
time to improve skill and understanding;
2.
To take information from disparate
sources and make sense of it by understanding and evaluating that information
objectively;
3.
By building on discipline and
synthesis, to break new ground;
4.
By recognizing that nowadays one can
no longer remain within one’s shell or one’s own home territory only, to note
welcome differences between human individuals and between human groups so as to
understand them and work effectively with them;
5.
To proceed on a level searching for
meaning and an equitable society for all humanity.
These are
some of the themes that web based computer games now function on and that our
project can foster and enhance on an ethical level.
One might
consider that as a marketing strategy we might interest Churches and Synagogues
and Religious and Spiritual communities on a global scale to offer this project
as a gift or teaching tool for all of the children who go through Confirmation, Bar-Bat Mitzvah, or
some sort of rite-of-passage into adulthood.
These
Computer Games are not only just for kids, but also for many in the
twenty-something and thirty-something age cohorts.
-
= + * + = -
See also
other reflections by Dr. Moshe Dror:
http://www.global-report.com/thehope/a148-bible-museum-project-preliminary-thoughts-by-moshe-dror
http://www.global-report.com/thehope/a149-articles-by-rabbi-dr-moshe-dror-at-the-Israelseen-website


