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Storytime 2.0

Depending on who you ask, many of the popular entertainment mediums of today tend to leave a bad taste in people's mouths. Television is drivel. Rap music is misogynistic. Video games are making our youth fat and violent. I'm sure you've heard it all before. But despite all the often (but not universally) unfounded public negativity, popular media does have the unique opportunity to use its powers for the purposes of good. Mythbusters on the Discovery Channel, or Car Talk on NPR are great examples of shows that can be informative, interesting, and even educational while still making for compelling entertainment.

But there is a much more passive way that entertainment can serve the common good - by drawing attention to things (wasnt that a wonderfully vague statement?). For example, who remembers Romeo + Juliet the movie? If you're anything like me, you spend a good bit of mental energy trying to block any and everything that involves Leonardo Dicaprio - but we're among friends here in this enormously public venue, so its ok to admit that you've seen it.

Anyway the point is that that movie used its influence to give a literary classic a hip, fresh look, and in doing so provided an opportunity to reach an entirely new generation that might never have read the Shakespearian tragedy. Im sure the film wasnt a perfect recreation of dear old William's handy work, though it did manage to come pretty close, right down to the signature Shakespeare language. But more importantly, it made Romeo and Juliet a cool story that teenagers could relate to as opposed to an old musty "classic". Anyone want to place any bets on the last time Shakespeare was cool? Another great example would be Lord of the Rings. Prior to their film release, Tolkien's Lord of the Rings book trilogy was popular, but far more cult than mainstream. The movies explode and all of a sudden everyone is running to Barnes and Noble to picks up the books (present company included). Coincidence? Thats a negatory good buddy.

Step forward a few years, and we stand on the doorstep of another movie inspired by a famous literary work, the CGI version of Beowulf. The original poem is considered by many to be a literary staple, and it can often be found on the reading lists of highschool or college English classes. But Beowulf, like Shakespeare, was written in a time when language was used quite differently from the way its used now. Even if reading the "modern english" version, the poem can be difficult for some to get through. Die well if you have to read it in its native old-english, where phrases like "Him þa ellenrof andswarode" abound. Yes, thats actually english. As you can imagine, such language can pose a barrier to comprehension and ultimately appreciation for a tremendous work.

The upcoming film has gotten a lot of press for its "total CGI" approach as well as some of the big Hollywood names who are lending their voices and likenesses to making the story come together. But in the end, Beowulf the Movie, like Romeo + Juliet, is an example of film using its influence to expose a new audience to literature. And make a bunch of people rich. (As a side note, I should mention that I have not yet seen the new Beowulf movie, so for the purposes of this post I am making the unproven assumption that it is largely based on the Beowulf poem - this may not in fact be the case)

In todays world, no high octane Hollywood production is complete without a video game. Enter Beowulf the game and with it, an interesting notion. Movies can use their influence to help bring literature to the masses. Could video games do the same? And taking it a step further, could video games offer an entirely new way to help teach lit?

Now before I'm sent to the gallows by an angry mob of English instructors I most certainly concede that there is substantially more to the study of literature than just basic plot. How a story is written, is in many cases, more import than the story itself, and diction or writing style cannot easily be transfered to more contemporary mediums without loosing much of their original message/feel. Quite simply, there are many literary instances in which the written word could never be replaced.

But thats sort of the point. As Ive mentioned before, my general view on edugames is that they should be used as a tool to support, not replace more traditional teaching methods. The pop culture video game (or movie for that matter) is the teaser that inspires people to try something new, reinforces lessons in class, or just provides a fun way to engage material.

Playing Moby DIck for the Playstation 3 or The Odyssey on the Wii wouldnt teach anyone how to read. It wouldnt teach you to recognize the nuances of fine writing, or help you appreciate tone, style, or language use. And I can almost promise that you wouldnt find the subtle reflections of the human condition on your game console (well... at least not yet). And its probably worth mentioning that not every great book would make a playable game. I can't really see Best Buy opening at midnight for a Gatsby The Game release. But lit-gaming could provide a memorable, interactive way to bring literature into the lives of those who might never otherwise give it a chance. And whether we're talking about a class or a hobbyist, it might just send a few more people to the local library too.

Off the deep end? Sure. Blasphemous? Probably. But you never know - It might just be crazy enough to work.

Disclaimer: I tend to use "English" as a synonym for "Literature" when referring to classes due to my own experiences. My apologies if this is confusing.


Images from Wikipedia.com and Gamespot.com

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This page contains a single entry from the blog posted on November 7, 2007 10:52 AM.

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