This time for research, I read David C. Wyld's article "Developing the 'Gamer Disposition': The Key to Training and Learning with the Digital Native Generation May be 'Serious Games'...Seriously". Wyld's article was published in
Competition Forum in 2009.
Wyld's article opens with the fact that the video game industry has grown rapidly and at the time of publication was almost a $50 billion industry. A good chunk of this money goes towards the development and design of virtual worlds. Surprisingly, these virtual worlds are meant for children. Wyld, like Jindra (see
last post) mentions that children and teenagers aren't the only age groups playing video games, but they are the demographic that spends the most time and money on video games.
This article mentions the term "digital natives" and says that today's youth are the epitome of the term. Children and teenagers now grew up with the internet and video games and know the lingo of computers, know their way around the Internet, and know how to pick up a new gadget and use it. Parents, educators, politicians and the like speak "DSL, or digital as a second language". (Sidenote: I personally found that reference funny, since DSL Internet connection is outdated, so that is a perfect term in more ways than one!) It shouldn't be surprising, then, if the likes and dislikes of the digital native generation help shape trends in digital technology and its marketing, kid-friendly virtual worlds not excluded.
(Sorry, you'll have to zoom in!)

The gist of my diminutive chart is that the names of sites going down the y-axis are different virtual worlds, ranging from Webkinz (a virtual pet site) and Club Penguin (a site where kids can deck out their penguin avatars) in the top two slots to Second Life, which is generally more for adults, in the bottom row. The numbers across the x-axis range from 0-6 and are in millions of users. Keep in mind that this data is from September of 2007, so in one month Webkinz got traffic from roughly 6 million users with Club Penguin a close second with over 4.5 million users.
In one month. Second Life, the "grown-up" virtual world, had only 0.5 million users in that same span of time. The digital natives are winning.
Wyld's article mentions that while the digital native generation is perfectly at ease in virtual worlds and can even learn leadership and social skills in these worlds, they are bored and not doing well in their classrooms. There needs to be a way to make learning almost as fun as gaming. The military and medical fields use "simulations" for training--don't you dare call them games. According to the article, the Chief Officer for the U.S. Army Simulation, Training, and Instrumentation Program Executive Office said, "The word 'game' is not appropriate...". These are serious training methods done digitally.
The article concludes with a discussion of the "gamer disposition" mentioned in its title. The point is made that MMOs encourage leadership skills among groups as well as other skills that may be valuable in the workplace. Wyld cites the work of authors Brown and Thomas who defined the gamer disposition in an article from 2008. Brown and Thomas give a list of five characteristics of the gamer disposition:
- Being bottom-line oriented.
- Understanding the power of diversity.
- Thriving on change.
- Seeing learning as fun.
- Marinating on the "edge" (seeking new ways of solving problems)
This type of employee, as described by Brown and Thomas, will be "flexible, resourceful, improvisational, eager for a quest, believers in meritocracy, foes of bureaucracy"...and have "exactly the disposition you should want in your work force".
Digital natives, then, seem to already have a head start on becoming this type of employee. Their tech-savvy way of life and domination of the U.S. virtual gaming market has them well equipped to develop the gamer disposition.
Citation:
Wyld, David C. "Developing the "Gamer Disposition": The Key to Training and Learning with the Digital Native Generation May Be "Serious Games"…Seriously." Competition Forum 7.2 (2009): 354-261. EBSCOhost. Web. 22 Feb. 2011.