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By Tzvi Freeman
Gamasutra
September 29,1997


Originally published in the September 1997
issue of:

Game Developer Magazine

 




Features

Sidebar: The Case for Inappropriateness

A major concern I have in leaving my child alone with educational software is a lack of inappropriateness. This becomes of special concern when dealing with the very young (under seven years of age). Inappropriateness is a very vital element at that age. The fact is inappropriateness is the small child's most powerful learning tool. It allows a child to pick up any object and try anything with it. Mud can be cake. A block of wood can be a doll. Underpants can be a hat.

Then, around the age of seven or eight, something very dramatic - and tragic - occurs. It occurs almost universally, in every country and in every culture where such things are observed. Mud becomes mud. Blocks of wood become blocks of wood. Underpants come to have but one use. Anything else is inappropriate.

Show a six year old a rock and ask him what he thinks it is. You could be in for anything. Wait a few years to ask him again, and it's a rock. And only a rock.

It seems something innate to the human species. Only a smattering of individuals manage to escape this syndrome, preserving their sense of inappropriateness into adulthood. I don't know how fortunate it is for those individuals - or for the people that have to live with them - but for humanity the dividends are bountiful.

I doubt we would have mathematics, for example, if it weren't for these recalcitrants. Mathematics is all about inappropriateness. You apply the same set of digits and formulas to entirely diverse sets of realities. And how about original art and social reform and... well, just about anything else requiring nonlinear thought? Whether Newton or Einstein, Beethoven or Picasso, Spinoza or the Lubavitcher Rebbe, Karl Marx or Groucho Marx, it was the child alive within them that made those quantum leaps in human thought.

What we want to do, then, is to parachute the child gently into adulthood, holding on tight to that willingness to try the improbable, the preposterous, and the patently absurd. We must always leave open the option to try out the ridiculous, and even encourage it.

Software just doesn't lend itself to this sort of thing. Programmers don't like users who muck about. We like to design controlled environments, where the user becomes just another fairly predictable object. When you stop to think about it, little kids are a real pain for all of us in this industry.

That's why we write for "good" kids. Kids who will press the right button and only the right button. Kids who like to be rewarded and don't like to get things wrong. Kids who are fairly predictable - just not quite as bright as us big people. But also not as promising as the nudnik trouble makers.

Nobody's going to make a killer app for early learning this way. What we need is not nice software for good kids. We need great software for rotten brats. We need products where kids can discover that by doing completely unexpected and inappropriate things, they can get really nifty things to happen. We need software where the best solution to a problem is the craziest one.

After all, isn't that just what good ol' Albert did when he decided that everything is relative except for the speed of light, that mass and energy are really the same thing, and time is just another dimension? Sounds pretty crazy to me. No wonder he did so lousy in school. He'd do even worse on Reader Rabbit.


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