At some point during a faculty discussion Farmville was brought up and it was immediately dismissed since it is not something that our students would want to play since the graphics looked like they were meant for small children. That really scares me. Farmville, when I think about it, is much more destructive (and much less constructive) than games like World of Warcraft or Modern Warfare 2, which many of our students do play. And when you think about it it is so much easier to dismiss Farmville since it doesn’t look like a game that so many people over the world—and so many students in our school—would play.
In four years (from 2004 to 2008), World of Warcraft managed to gather 11 million subscribers (according to the Wikipedia article and some math). The New York Times claims that Farmville has 22 million players playing daily four months after launch. I don’t have the hard numbers to prove it (yet) but I’m pretty sure many more of our students play Farmville over World of Warcraft. For one, we block WoW access on campus but since we do not block Facebook (many day schools do, but we are a boarding school and do not) Farmville is easily accessible. Also, Farmville is free and World of Warcraft involves money, therefore (possibly) parental approval and a credit card.
I can argue that many games our students play regularly (anecdotal evidence, since I haven’t had time to collect hard data) have educational “redeeming” qualities. World of Warcraft teaches teamwork. Call of Duty trains reflexes and hand-eye coordination. The Sims, if you consider it as a simulation in which your actions have determinable consequences on a closed system, teach programming and perhaps ethics. Starcraft (we have a lot of Oriental international students) does all three to a varying degree. Maybe I’m a video game apologist. But no matter how hard I try I can’t really say that Farmville teaches anything of significance.
Being billed as a social game Farmville sure has very few “social” features. The two main social aspects of Farmville is “bother other people to get things” and “visit others’ farms to get things”. The former makes Farmville something of a pyramid scheme (like almost all Facebook games) and the latter, until a recent update, did not actually accomplish anything cooperatively. Even now visiting another person’s farm does not provide actual “interaction” and “teamwork” means “if you click on my farm five times we both get a very, very, very small amount of extra stuff”. Farmville also allows you to “gift” others with trees, items and animals but once again there is no actual social interaction in the gifting process.
What annoys me is not that Farmville’s social features are lacking but that it is marginally more popular than other, similar games that encourage actual social interaction. For example, Farmtown is a similar game that allows you to hire others to plow your fields or harvest your crops and by going to a central chat room and hiring people the player spends less time clicking monotonously and possibly even learn something about labor supply and demand. In essence, Farmville’s teamwork component asks players to put in more time playing to obtain small amounts of in-game resource reward (which, I must add, is actually not worth the time) or put in time to send unsolicited mail to other people so those others can spend more time playing. Games like Farmtown (and World of Warcraft) reward players in both a reduced time necessary to reach a goal and in-game resources when they work as teams.
Do I really have to go into why clicking on rhombuses to plant crops repeatedly is not an exercise in hand-eye coordination for young people without disabilities and is more likely to help them develop health issues instead? I look forward to the day when someone posts an article or paper on using Farmville as a physical therapy tool but I’m not holding my breath.
You could argue that Farmville is a simulation of farming and is a modern iteration of old educational simulation games like SimFarm with new graphics. That would be true except that Farmville has almost no risk involved. This is the main reason why I think Farmville doesn’t actually teach anything. A real farmer has to gauge what to plant crops and when to plant crops or what animals to raise (a local farm sends out chicken pre-order forms so they can decide how many chickens to raise each season) and planning a farm is a real, complicated economics problem. Since there are no weather, no supply and no demand there are only two factors involved in choosing what to plant: which crop makes me the most money/experience points and will I be able to log in to harvest it when it is ready. The only possibility of failure in Farmville is to forget to log in to harvest your crops before they go bad. Basically, if you log in everyday (which many people do) you cannot lose.
Maybe that’s why my students are obsessed with Farmville. If you haven’t noticed from the top corner of this blog I teach at a school on a big ol’ farm. I’ve asked students why they don’t just walk over to the barn and milk real cows instead of milking fake ones on their computer screen and the answer has generally been “but I did that this morning!”. You can in fact screw up real farming really easily; and it’s hard! Farmville is an idealized form of farming that involves no risk, no physical work beyond sitting there and clicking on boxes. And it still gives the simulated satisfaction of producing “food”. Of course, it doesn’t actually produce anything of value; I’ll excuse a student who needs to go feed real cows from work, but I don’t think I’ll ever let “I needed to harvest my raspberries so I couldn’t do my math homework” be a valid excuse in the classroom.
Farmville is a much bigger problem, I feel, than any other game out there right now. And it really scares the crap out of me.
Postscript: There is one somewhat possible redeeming factor to Farmville: using Farmville as a medium for visual art. Just like real farmers cropping their crops to resemble a picture of someone and taking an aerial photo of it Farmville players are using the decorative items and crops in Farmville to make pictures. Decorating a farm is a real draw to Farmville and is an outlet for lots of creativity; it is also a steady revenue stream since buying decorative items cost money and one quick way to get all that in-game money is by spending real money.
Wing :: Feb.28.2010 ::
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