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PlayStations for Peace
Corporate Accountability and WorkPlace:
Why McCain and the GOP Are So Afraid of Discussing the Economy
Frances Moore Lappe
Democracy and Elections:
Seven Ways Your Vote Might Not Count This November
Steven Rosenfeld
DrugReporter:
New Drug Survey Demolishes Drug Czar's Claims
Bruce Mirken
Election 2008:
Palin Pick Is GOP Hypocrisy at its Best
Laura Flanders
Environment:
Boatloads of Trouble: How We Are Importing Our Way to Destruction
Stan Cox
ForeignPolicy:
The Bush Administration Checkmated in Georgia
Michael T. Klare
Health and Wellness:
Hospitals' Lessons From Hurricane Gustav
Sheri Fink
Hurricane Katrina:
From the Bayou to Baghdad: Mission Not Accomplished
Amy Goodman
Immigration:
Leader of Anti-Immigration Movement Calls Issue a "Skirmish in a Wider War"
Eric Ward
Media and Technology:
Only in America Could a Two-Faced Creature Like McCain Attain Such Media Status
Rory O'Connor
Movie Mix:
Does "Working Girls" Still Work?
Ariel Dougherty
Reproductive Justice and Gender:
An Open Letter to Gov. Sarah Palin on Women's Rights
Lynn Paltrow
Rights and Liberties:
Amy Goodman: Why We Were Falsely Arrested
Amy Goodman
Sex and Relationships:
What Republicans Can Learn from "Gossip Girl"
Sarah Seltzer
War on Iraq:
The VA Continues to Abandon Returning Vets
Joshua Kors
Water:
Is California on the Brink of Environmental Collapse?
Rachel Olivieri
These days, kids are multitasking like mad. Two weeks ago, The Washington Post described one high school junior talking on the phone, e-mailing, IM-ing, listening to internet radio and writing a paper on her computer--all at the same time!
According to a recent report released by the Kaiser Family Foundation, she's far from the only teenager with a flair for multitasking. Kids today are spending six and a half hours a day, seven days a week, with electronic media--and more than twice as much time on video games and computers than in 1999.
Let's face it: We live in a brave new world of blogging, with the iPodization of news, and kids plugged in everywhere. The Washington Post recently ran a separate story about how college students are using interactive mini blogs¨ or "wikis" to create "freewheeling, collaborative" communities, trade ideas and link to each other's essays. Progressives use new technologies like BitTorrent--a filesharing program--that let them create web sites like CommonBits.org that allow kids to watch clips from television news programs like the Daily Show with Jon Stewart and Democracy Now.
But one new frontier of the digital era has received almost no attention in the mainstream press.
In fact, says David Rejeski, the director of the Woodrow Wilson Center's Foresight and Governance Project, "progressives have already occupied the space." He points to several games that are transforming what those active in this community call the "serious games" landscape, many of them with a progressive message. (No, it's not a brand name, but it's the phrase that most people in the industry use to describe the games that carry a serious message.)
Conservatives and too many liberals view video games through a jaundiced lens: they are sources of violence and mayhem that destroy the minds of impressionable teenagers. But, as Rejeski points out, "policymakers have spent far too much time focused on the effects of a small number of violent video releases and lost sight of the pedagogical function and advantages of games in general." True, violence makes video games a highly profitable enterprise.
But it's also the case that the new frontier of the serious game space contradicts those who like to fulminate against video games as a fount of evil. According to Rejeski and other experts, serious games are at a point in their history that resembles the movement towards independent film in its earliest stages. Serious games aren't big money-makers, nor have they truly entered the mainstream.
But they are starting to make waves. The controversial "Escape from Woomera" puts players into so-called "Australian detention camps," so that people will understand what it's like to be a political refugee seeking asylum. Rejeski cited the award-winning "Tropical America" that revives Latin America's past, explaining from a Latin-American standpoint how aspects of the history of the Americas have gotten lost in mainstream versions. "The Meatrix"-- a spoof on "The Matrix"--stars a young pig named Leo, and teaches players about the problems associated with modern farming, as well as the benefits of eating "sustainably-raised meat." At activismgame.com, players must learn to juggle six priorities facing America like revitalizing the economy and providing college tuition relief.
Katrina vanden Heuvel is editor of The Nation.
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Hospitals' Lessons From Hurricane Gustav Health and Wellness: The pre-storm medical evacuation -- the largest in American history -- revealed some critical flaws in American hospitals. By Sheri Fink, ProPublica. September 5, 2008. |
Why McCain and the GOP Are So Afraid of Discussing the Economy Election 2008: Whether rich, poor or somewhere in between, Americans always do better economically under Democrats. By Frances Moore Lappe, Huffington Post. September 5, 2008. |
Only in America Could a Two-Faced Creature Like McCain Attain Such Media Status Media and Technology: Only in America could a man who has called the mainstream media his "base" run against that very same media. By Rory O'Connor, AlterNet. September 5, 2008. |