Last week I saw three students congregated round a computer screen and they were so immersed in their conversation that I couldn’t help but observe them and listen to their discussion. The students were collaborating together and sharing their ideas. They were visibly engaged and they were teaching each other how to use the application well. I also overheard their plans on how they intend to share and exchange the resources related to the application. Without even realising they were trying to decipher a plan that will lead to the greater good of each of them – a utilitarian perspective that is so widely diffused in business ethics. Their conversation even led them to practice resource bartering. In just ten minutes, these students had applied more concepts than I would have ever hoped to teach in an hour. The students were playing FishVille.
What value can be extracted from these games, which provide such an immersive ‘alternate’ reality to people? What is The value they are currently extracting? Can this be measured? Can this be quantified?