Monday, January 21, 2008

Jonah Lehrer: "The mind is like music"

The L.A. Times. published a thoughtful -- I might even say outright beautiful -- essay yesterday by Jonah Lehrer, an editor-at-large for the science magazine Seed. Titled "Misreading the mind," the essay argues that the reductionism of today's neuroscience is missing the larger mysteries of the brain and how it works. Lehrer writes:

The mind is like music. While neuroscience accurately describes our brain
in terms of its material facts -- we are nothing but a loom of electricity
and enzymes -- this isn't how we experience the world. Our consciousness, at
least when felt from the inside, feels like more than the sum of its cells.
The truth of the matter is that we feel like the ghost, not like the
machine.

Lehrer wrote Proust Was a Neuroscientist, a book that is now on my wish list. It reminds me of another book that piqued my interest and was mentioned in a recent New Yorker piece (about which I have lots of questions and comments you'll hear about later): Proust and the Squid: The Story and Science of the Reading Brain by Maryanne Wolf. Proust seems to be the prince of prose these days. I can just taste the madeleine on my tongue as I type this...

Thursday, January 10, 2008

So long, CES


I'm back from Vegas, happy to have bandaids on blisters, far removed from that god-awful ding-ding of the slot machines...
The Sandbox Summit, a first-ever event at the Consumer Electronics Show, was a thrill to participate in. I moderated a panel called The New Frontier of Play and made a few opening remarks trying to put the games and toys of today -- and the debates about them -- in historical context. Many thanks to Claire Green at Parents' Choice for giving me a platform to ask toy developers some questions about what they think their products mean to today's playtime.

New clearinghouses for research on the 'media kid'

No one is going to be able to say anything meaningful about these two huge categories called “kids” and “media” until they dig into the complexities underlying each category. Two new resources can help.

Both resources take distinct, and somewhat opposing, slants on how to think about the interplay of media and childhood. The Center for Media and Child Health has something of a physician’s perspective – hyper-alert for signs that technology may be leading kids’ astray. The Cooney Center has a rosier view of technology, no doubt instilled by the success of Sesame Street via television. I plan to keep tabs on both – and if you see any other clearinghouses I should know about, send them my way.

A call to fill the edu-game gap

Video games, proponents insist, are good at training kids to think strategically and spatially. But are they doing much to help children learn to read, excel in math, or pique their interest in the vast questions of science or social studies?

No, says a new report from the Joan Ganz Cooney Center at Sesame Workshop. “Although casual gaming has emerged as a significant trend, there are very few educational video games” for children 3 to 11 years old. The report considered the features of scores of products – including web sites, virtual worlds, computer software and video games – and concluded with a call to “fill a gap in the market” by making more education-based games.

The answer, the report suggests, isn’t to simply insert phonics drills or multiple-choice quizzes into videogames. The report’s author, Carly Shuler, a Cooney fellow and recent graduate of the Harvard Graduate School of Education with a background in new media, suggests harnessing the energy behind the development of “Web/toy hybrids,” like WebKinz, to create new educational spaces.

I think about my brother-in-law, now 11, who can spend hours inside World of Warcraft, paging through complicated maps of fantasy worlds and plotting new missions. What if those maps were of, say, the Middle East? What if the mission was to pull together two warring factions with as little bloodshed as possible?

But I may be asking a lot, given that some online worlds are being considered, at the moment, as potential avenues for commercialism, not cognitive heroics. Shuler’s report warns of the “unprecedented opportunity for commercial marketing” in such virtual worlds and hints that immersive advertising to kids is just around the corner.