Virtual Insantiy
Paul Starr got it right by naming his article ‘The Seductions of Sim.’ The game is a dream for any Mayor want-to-be, or even for a kid looking for a fun way to waste some time. Starr refers to SimCity as step toward “edutainment” – or the long talked about application of computers and technology in the world of education. Starr writes that SimCity is educational: it exposes users to consequences of important decisions; it makes information gathering an important part of creating and executing city plans; it also makes children creative leaders as they attempt to build a city from a plot of land. These are some of the lessons that are difficult (if not impossible) to teach in a textbook or in a classroom. Plus, children want to play this game because, now get ready for the shock, they find it fun. Learning is fun for children when it is interactive and not boring.
Like Starr, I am not promoting Sim City and other simulation games as the key to education – these simulations do have their flaws. Wright, the creator of SimCity, fashioned the game on very basic principles. Wright did not have an extensive background in urban planning when he created SimCity – which is one reason that the simulation is a very simplistic model. Another reason, and most likely the more relevant of the two, is that simulation games in general are imperfect models. They operate on assumptions: what “should” happen in a given scenario. The reality of, well, reality is the lack of any absolute knowledge of any outcome, even if a particular result can be guessed with some accuracy.
The draw of simulation games like SimCity is not one stemming from the pursuit of education. They are played because they serve as an extremely powerful mode of communication. Paul Starr credits the allure of simulation games to their increasing complexity and resulting faster pace of play. SimCity offers virtually unlimited possibilities of choices and therefore virtually unlimited possibilities of how a city develops and thrives. This open-endedness along with other intricacy of the game attracts players and keeps them playing.
Wright does not seem to take his own creation as viable means to educate children. He says his decisions are based on “Game play,” or whichever possibility is more fun. When I was younger I loved to play SimCity at my cousins’ house. We would fight over who got to use the computer, opting to spend all day seated at a computer during the middle of summer, grinding our little fingers into the grey keyboard and calculating the effects of a 7% tax increase on commercial retailers instead of playing basketball or swimming at the pool. Starr is correct in his explanation of the games appeal, but I do not agree with SimCity as a game rich with educational opportunities. Reflecting now on those times with Starr’s article fresh in my mind, I believe the game promoted more greed than good, although it did not take long to figure out that giving your Sims what they wanted would eventually put more money in your virtual pockets. I found ways to manipulate the game to get money – raising takes to an ungodly 20% for 2 months or speeding up the time clock on the game – so I could “beat” my cousin and his city. I did not learn from SimCity in a conventional way. All I learned was that personal gain was easy when exploiting fake people and eating 2 of every 3 meals at a computer leaded to all sorts of missed social interactions. Learn from family, learn from teachers and classmates, learn from friends and yourself – but do not rely on a simulation game to provide any education worth merit.