How Minecraft Mods The Grown-Ups Of Tomorrow

by Rachel Baker on July 25, 2014

This article takes a very good look at the Minecraft phenomenon and how its shaping the kids of today to be grownups of tomorrow. What’s fascinating about this article is it doesn’t really just look at the game, but looks at the history of information distribution and how it has changed, how it will keep changing and how the future’s grownups will be able to disseminate all they know in linear and non-linear trajectories.

If you are interested about the psychology and sociology of video gaming, this is an article you will want to read.

At the time of this writing, Minecraft had sold over 16.2 Million copies of the desktop PC/Mac edition. The “Pocket Edition” (for tablets and smartphones): 21 Million copies. Add in XBOX and PS3 sales and it makes it to number three on Wikipedia’s best-selling video games of all time list (no. 1 is Tetris, no. 2 Wii Sports). That is a big deal.

Ask anyone with a tween-aged child and they will tell you that their kids are obsessed. My eight year old son sets the alarm on his watch for 5:30am every morning so he can squeeze some Minecraft play in before leaving for school. There is a mod called MinecraftEdu geared for classroom use. There are toys, Lego sets, and clothing. Certainly, Minecraft is more than just a game, it is cultural phenomenon.

But what does it mean that so many kids are playing? What are they learning? What does Minecraft tell us about the way they are making sense of the world around them? How is their experience in the game world related to their experience in the life world? What are the significant characteristics of Generation Blockhead?

Generation Blockhead: How Minecraft Mods The Grown-Ups Of Tomorrow

Previous post:

Next post: