Minecraft is a multiplayer sandbox video game based in a virtual world, which is modelled on the real world. Players are able to build and craft everyday items using blocks. The cubic geometry of Minecraft lends itself to the teaching of various academic subjects, and is immensely popular in the gaming world.
Minecraft also has a functioning ecology, with chemistry and physics aspects interwoven within the game that can be used to develop the scientific literacy of players. Not only does it function in many core aspects of the environment (though cubey), it represents an excellent case study in human geography via gender divides in a community.
One of the most common social representations of video games is the imbalance in the gender divide. Most people assume that a significant proportion of players are male. In 2012, 47% of the gaming community were actually female. The applications of minecraft in teaching and learning environments has been argued to have been a considerable boost to this figure in years to come.
Obviously the balance of genders in video games is a result of a plethora of positive advances in the gaming industry. However, getting all genders to understand the real-life application of games at a young age has proved to contribute to greater cognitive development at an early age, more respect for women in the gaming industry, a reduction in prejudices against female gamers, and an increase in the number of women taking further studies in a game-based course.
To understand why the gender divide came about in the first place one must understand one of the biggest factors associated with the gaming industry: the fact that one of the biggest drivers of the gender disparity is the dearth of women involved in making games. Once a designer has reached an age where they are able to develop or design games, quite often strong opinions on the industry have already been formed, and subsequently cannot be changed easily.
Unfortunately, this usually leads to games which only address a male perspectives and expectations. Often this is to the detriment of the female perspective and expectations, for example rarely having a strong female lead. Even less likely to have a female lead that is not basically naked.
Boobs. So many boobs.
Minecraft, is one of the building blocks for the balancing of equal opportunities for the next generation (see what I did there?). In situations where its used in learning environments, no previous assumptions or prejudices are discussed, and this creates a positive atmosphere to all kids, whether they have or haven’t been exposed to game-learning before.
Game analysts and educational staff for the first time have been able to predict figures of the likelihood that a person will experience or develop their gaming knowledge at a later date, after they have been introduced to learning through minecraft. This is only based on a handful of individual cases in the US at the moment, but certainly has the potential to expand in the teaching curriculum over the next few years.
Their preliminary results show these main points;
– The kids exposed to minecraft showed a reduction in gender stereotypes when exposed to gender specific testing.
– The kids exposed to minecraft were able to problem solve at a higher level to those who had not.
– The kids who were exposed to minecraft we statistically significantly more likely to continue gaming and problem solving in later life (thus more likely to bring more female game developers on to the scene).
Although there are many other learning-based games specifically targeted at children, minecraft is set apart from the pack as it is used by a range of age groups with no modifications dependent on age. As a result when kids develop a bond with a game that they enjoy as they are growing up, minecraft offers the ability for someone to keep playing without feeling that they have outgrown it.
Despite it’s cubey nature, minecraft has some pretty cool geographical crossovers, and also social prediction algorithms that further establish it as a medium for human expression in a virtual environment, rather than simply a game to pass the time. It is regarded as being engaging to all ages, genders, and across many levels of gaming expertise. More importantly, it can be all of these things at once.
(This was actually a social experiment to see whether the use of ‘boobs’ in the title would generate more post views. We shall get back to this subject, and hopefully you’ll have more human geographical knowledge as a result).
What other aspects of minecraft do you think apply to geography, or vice versa? Do you think there are other social phenomena that occur in the minecraft world?