If you've been around teenagers at all in the last few
years, or if you are one yourself, you've probably run across someone who plays
Minecraft, the computer game invented in Sweden in 2009. I first encountered it a few years ago
when we were visiting my 13-year-old nephew in Kansas. I sat behind him in his father's car
and watched over his shoulder as he constructed some kind of structure with
what to me looked like amazing speed and skill. He showed me some of the elaborate buildings he'd made with
it and explained how he played the game with friends who could send wild
animal-like creatures his way. It
all sounded rather weird, but at the same time I was fascinated by the basic
premise of the game: unless you
build it, it isn't there.
In this week's New
York Times Magazine, Clive Thompson, author of the book Smarter Than You Think: How Technology is Changing Our Minds For
the Better, describes the origin, popularity, and multifaceted nature of
Minecraft. It appeals to both
sexes and a wide range of ages, and in contrast to many slash-and-burn
single-shooter-type games, parental attitudes toward it range mostly from the
neutral to the favorable.
Some people even say that playing Minecraft teaches kids
useful skills, ranging from programming and logic design to three-dimensional
visualization and the ability to deal with computer-aided design programs. I suppose some education-psychology
wonks will sooner or later divide a group of kids into Minecraft players and
non-Minecraft players, and do a bunch of tests on them to see whether any of
this is true. Whatever the results
are, I'm willing to go with the idea that Minecraft appeals to the creative
part of one's personality, rather than the destructive part. Although there can be plenty of
destruction in Minecraft too—I've seen my nephew wipe out whole virtual city
blocks and start over when things didn't go the way he wanted.
All the same, there's something about Minecraft that
reminds me of an analogous trend from my own teenage years: the golden age of electronics tinkering
in the 1960s. Transistors had just
begun to replace the bulky, inefficient, and sometimes dangerous vacuum tubes,
and for a few dollars spent at Radio Shack you could purchase hours of pleasant
fiddling with amplifiers, oscillators, and logic circuits. And I did.
Thompson points out that one feature of Minecraft—"redstone"—acts
basically like electric current, and you can build switches, relays, and highly
complex logic circuits, all without ever having cracked a book on Boolean
algebra. He cites the case of
Natalie, a fifth-grade girl, who he observes as she busily debugs her logic
circuit when it fails to do exactly what she wants.
This is good in some ways and not good in other ways, as
I can explain from personal experience.
The childhood and teenage brain is never as plastic
later as it is then. Things you
learn when you're 16 or younger are going to stay with you in a powerful way
the rest of your life. Depending
on what you learn and how you learn it, this can be an unalloyed asset, a mixed
asset and liability, or a liability.
With me, tinkering with electronics when I was young has turned out to
have mixed results, although the balance sheet turned out to be positive.
Yes, I taught myself to do some pretty impressive
things, like building a taped-program robot that could pick up things off the
carpet of my room. I also learned
to use old junk as my supply depot instead of earning money to buy new
stuff. And as a kind of lone wolf
of the electronics world, I grew up with no connection between what I was
interested in and what the rest of the world happened to want. As a result, my professional career in
electronics had a firm technical foundation. But I have also been plagued by what I recognize now is a
bad habit of scrimping and making do with old junk around the lab, rather than
asking for project money up front to do the job properly with state-of-the-art
equipment. And I have always had
trouble making my own interests conform to what anybody else is interested in,
which makes for problems when you try to get outside funding.
Yes, kids who devise what amounts to combinatorial logic
circuits when they are ten years old will probably be able to do that pretty
well in college, too. "So
that's what it's called!" they may say in their first digital-logic class,
and go on to become brilliant computer scientists and designers. On the other hand, when you reinvent
the wheel on your own, you're not likely to approach the subject in a way that
subsequent experience has shown to be the most efficient fashion. People who teach themselves coding
often write what college-trained programmers call "spaghetti code"—so
tangled and needlessly complicated that nobody else can figure out what's going
on, not even the person who wrote it, at least after a while. So while learning system administration
and coding and logic design when you're ten can be cool, you can also acquire
some deeply ingrained habits that may turn out to be liabilities in the long
run.
Alexander Woollcott, a radio personality of the 1940s,
told the story of how the comedian Harpo Marx, after he became famous for his
self-taught Broadway performances on the harp with his brothers' comedy team,
decided one day he could finally afford harp lessons. So Harpo found a professional harpist willing to teach him
at ten dollars a half hour. As
Woollcott put it, ". . . the Maestro, having heard him play, swore there
would be no way of his unlearning all the shockingly wrong things he knew about
the harp." Then the Maestro
got Harpo to show him how Harpo did
some things with the harp that the Maestro thought were not possible. At the end of the half hour, Harpo paid
his ten bucks, but as he'd been doing all the teaching, he never went back.
Not everybody who plays Minecraft is going to wind up as
the Harpo of their techie generation.
And some of them may learn habits that will cause future teachers some
distress, as the Maestro felt when he watched Harpo play. But it's nice that at least one
computer game out there invites you to get under the hood of the often opaque
computer systems we live with so much and actually make something you can
understand more or less completely, because you built it. And if it breaks, you can try to fix it
instead of just cussing the anonymous developers who should know better than to
ship defective software.
The inventor of Minecraft, Markus Persson, sold it for
$2.4 billion to Microsoft in 2014 and washed his hands of the whole business
after discovering that fielding thousands of inquiries from the millions of
Minecraft fans wore him out. But
the thing he invented lives on, and I hope its career in the future will be as
benign and instructional as it has been so far.
Sources: The article "The Minecraft
Generation" by Clive Thompson appeared in the online New York Times Magazine on Apr. 17, 2016 at http://www.nytimes.com/2016/04/17/magazine/the-minecraft-generation.html. The story (possibly apocryphal) of
Harpo's harp lessons appeared in the March 1926 issue of Vanity Fair magazine, the text of which is accessible at http://www.vanityfair.com/news/1926/03/harpo-marx-theater-music. And at last report, my nephew was
running a YouTube channel with a microphone we bought him for Christmas, giving
advice to other Minecraft players online.
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