Dissecting the FPS

How to make a First Person Student out of a First Person Shooter

One of the most popular styles of games is the First Person Shooter. It doesn’t matter what you believe or think about the Second Amendment. What does matter is that It can be unfortunate to parents and teachers alike that this genre consumes the free-time and often the homework time of many high school aged students. Spending hour after hour shooting military grade weapons at combat enemies, aliens, zombies etc., is addictive. As educators we need to understand what constitutes the apparent and tremendous attraction to both male and female participants in this activity.

Let’s dissect the FPS and find out what makes it so popular. Then let’s build a game where the First Person Shooter becomes a First Person Learner, an FPS where the S stands for student.

My plan is to open a few pages on this blog, where you can join the conversation and create your own valuable amendments to a constitution of ideas. Let’s gather these ideas and start with answering how academics and game developers can make learning more interesting or at least as interesting as killing imaginary foes.

Let’s start now with a simple survey, what could be the top 5 reasons a teenager plays or even behaves as if addicted to a FPS?

My opinion, but my five would be the following;

1. FPS is exciting because of the vantage point. The computer monitor is the eyes of the player.

2. There is always life threatening danger from 360 degrees.

3. If the player is killed, they respawn or get a second chance to continue from where they left off. This means that a student can continue to play for hours and hours.

4. The tool-set (or kit) for the character the player assumes is chosen by the player which helps a student understand the importance of initial choices.

5. Not losing is more important than scoring high and playing at a higher skill level is more important than winning.

Go ahead and comment to this blog and add your opinions, your Top 5 Reasons, and also your ideas on the first subject or multiple subjects we should tackle in a prototype that could accelerate learning methods at the same pace of advances in video game styles.

What do you teach?

How can what you teach become more attractive to a young student?

How can we apply the top five reasons (high school age) students get addicted to electronic games to your topic? Test it? And get it out in the real world classroom to better the future of those we are responsible for?