Contrary to popular opinion, competition is not a dirty
word (see 81-84 Beck & Wade). With competition, there
is often a winner and a loser – but in a game, where the
experience is often individual, this is not the case.
Video games have taught millennials that the rigor of
the game requires some level of replayability if success
is not immediately achieved at a given task. Thus,
winning and the feeling that ensues translates to
immediate success for the player. There is no
existential angst should this not be achieved. One
simply uses another life or hits the reset button or
returns to the previous save point. Beck and Wade note
that “every group in the game generation is more likely
to believe that competition is the law of nature […]. [T]his
belief in competition gives the game generation a
welcome drive to perform” (82). This drive to succeed
in the game creates situations for an increase in
creative risk taking – if failure is fixable, then true
creativity and experimentation can occur because the
fear of failure is a non-issue. One other component of
achievement is the fact that consoles like the Xbox 360
allow for immediate viewing of the in-game benefits that
have been unlocked via mastery – by both the gamer and
his friends (or even strangers). Positive
reinforcement and recognition for one’s ability is
immediate.
These three factors are independent of the ways that
students utilize their social capital via online
communication, how they alter/ control/ personalize
games through hacks and mods, and other important
benefits of video game concepts. But these three are a
good overview of some of the benefits for students.
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