Mizuko Ito, author of Engineering Play, discusses the cultural history of children's software. Topics include the evolution of educational software, the intersection of education and entertainment in gaming, and the use of fun as resistance in educational settings. The conversation also touches on gender dynamics in gaming, construction software tools, and the influence of technology on play styles.
Edutainment software often prioritizes game progression over learning, exemplified by 'The Island of Dr. Brain'
Children's software blurs entertainment-education boundaries with multimedia experiences like 'The Magic School Bus'
Visually appealing games drive children's software market, focusing on art design and interactivity over education
Gender dynamics in children's gaming hint at boys dominating genres like SimCity 2000, showcasing superficial exploration
Deep dives
Academics Genre of Children's Software
The academic genre of children's software focuses on aligning game mechanics with educational concepts, leading to a trend where educational content is tacked on to game design. This chapter explores the emergence of edutainment software, highlighting how games like 'The Island of Dr. Brain' prioritize game progression over actual learning. It delves into the case of Roger, a tech-savvy but disruptive child at the fifth dimension site, exemplifying how game design often trumps educational goals in children's software.
Entertainment Genre of Children's Software
The entertainment genre of children's software showcases how games like 'The Magic School Bus' and 'SimCity 2000' tend to prioritize entertainment over educational value. The shift towards multimedia experiences in the early 2000s blurs the line between entertainment and education, leading to games marketed as having educational benefits while emphasizing factors like graphics and interactivity. Case studies reveal children's focus on entertainment aspects like humor in 'Magic School Bus' games and creation of eccentric cities in 'SimCity 2000'.
Market Demand and Art Assets in Children's Software
The rise of CD-ROM technology and the demand for high-quality art assets in educational games highlight a shift towards visually appealing games in the children's software market. Companies prioritize art design over educational content to attract young consumers, resulting in a focus on multimedia experiences and interactivity. The role of art assets and design in shaping children's software demonstrates the market-driven emphasis on aesthetics and interactivity.
Gender Dynamics in Children's Gaming
Gender dynamics in children's gaming are briefly explored, with observations on boys dominating certain game genres like SimCity 2000, focusing on destruction and city-razing activities. However, the chapter hints at gendered patterns in gaming preferences without delving deeply into underlying reasons or broader gender influences on gameplay. The distinction between boys and girls' gaming interests remains somewhat superficial and would benefit from further nuanced exploration.
The Impact of New Media and Special Effects on Consumer Behavior
Special effects in various media forms influence production budgets, consumer preferences, and industry maturation by attracting audiences and driving content creation, leading to a shift in the entertainment landscape.
Children's Software Evolution from Educational to Entertainment Focus
Children's software genres transition from emphasizing entertainment and learning goals to aligning more closely with TV culture, impacting the development of family entertainment content and educational markers within software aimed at children.
Children's Agency and Resistance in Gaming Culture
Children's use of cheat codes and manipulation of gaming systems demonstrate agency and resistance against educational objectives, revealing a shift towards mastery of game mechanics and personal creative expression.