Skip to main content

Powering Up – Rebecca Mileham ****

This is one of a small series of books linked to the Dana Centre at the Science Museum in London. I’m a great fan of the Dana Centre – it’s a stylish cafe bar, where most evenings there is an informal and interactive session on once science topic or another. Like the CafĆ© Scientifique movement, it’s a great way of getting the science message across in a non-threatening way.
The point of the Dana Centre is to explore science and society and to get across aspects of science through the sort of thing that grabs people’s attention – and like it or not, computer games provide an excellent platform for such an analysis. Unlike the companion volume Being Virtual, which has very little science in its exploration of the online world, Rebecca Mileham’s book makes a point of going into the science behind different aspects of our relationship with computer games, from whether they effect your health and mood to their potential for helping us learn, and for changing our views on the world. (It was interesting that the latter part didn’t mention games with a religious message.)
These books are strong on design – I loved the cover (taken from the advertising material of a manufacturer), but the only trouble is the medium can sometimes conspire to obscure the message. I hated the big, multicoloured pull quotes, which just made the book harder to read, and some of the photographs seemed to be in there on a ‘we’ve got full colour on every page, we’d better get an image in’ basis. It’s also very difficult to write a book like this in a neutral way, and it’s very obvious that Mileham believes that computer games are wonderful, and whenever she receives negative evidence, it tends to be presented in a ‘yes, but…’ way that plays down its importance.
In the end, there’s a slight similarity between the desperate attempts to show how valuable computer games are to us with those who try to justify manned space missions by all the spin-off benefits. We’ve got teflon, guys, and er… er… pens that write upside down. I don’t say this as an anti-gamer. A good number of years ago I made my living from playing computer games – not (before my children collapse in an amused heap) as a prizewinning competitor but as a reviewer. But there is a dangerous road in attempting to imbue what is often just a bit of fun with high moral and functional aims.
A few small moans. It would have been nice to have had a bit more history to put this into context. And occasionally the ‘science’ lacks analysis. There’s wide-eyed description of a couple of devices for mental control of games that suggest that they work as effectively as traditional controllers, where in fact they’ve a long way to go yet. I’m also a bit doubtful about the final chapter where Mileham asks what the barriers are that ‘keep games from reaching into lives otherwise saturated with media.’ There’s an assumption that those people would benefit from having this happen, an assumption that isn’t really proved by the rest of the book. Arguably they would benefit a lot more from experiencing less media and more real life. Although briefly touched on, not enough is made in this chapter of the reason many one-time adult gamers like me don’t play any more. Family life doesn’t just take up gaming time – it’s more important.
That said, this a good and thoughtful book with some revealing exploration of the science behind our interaction with games that can shake the stereotypes of how games influence and entertain us. Play on.

Paperback:  
Using these links earns us commission at no cost to you
Review by Brian Clegg

Comments

Popular posts from this blog

The Laws of Thought - Tom Griffiths *****

In giving us a history of attempts to explain our thinking abilities, Tom Griffiths demonstrates an excellent ability to pitch information just right for the informed general reader.  We begin with Aristotelian logic and the way Boole and others transformed it into a kind of arithmetic before a first introduction of computing and theories of language. Griffiths covers a surprising amount of ground - we don't just get, for instance, the obvious figures of Turing, von Neumann and Shannon, but the interaction between the computing pioneers and those concerned with trying to understand the way we think - for example in the work of Jerome Bruner, of whom I confess I'd never heard.  This would prove to be the case with a whole host of people who have made interesting contributions to the understanding of human thought processes. Sometimes their theories were contradictory - this isn't an easy field to successfully observe - but always they were interesting. But for me, at least, ...

The Infinity Machine - Sebastian Mallaby ****

It's very quickly clear that Sebastian Mallaby is a huge Demis Hassabis fan - writing about the only child prodigy and teen genius ever who was also a nice, rounded personality. After a few chapters, though, things settle down (I'm reminded of Douglas Adams' description of the Hitchhiker's Guide to the Galaxy ) and we get a good, solid trip through the journey that gave us DeepMind, their AlphaGo and AlphaFold programs, the sudden explosion of competition on the AI front and thoughts on artificial general intelligence. Although Mallaby does occasionally still go into fan mode - reading this you would think that AlphaFold had successfully perfectly predicted the structure of every protein, where it is usually not sufficiently accurate for its results to have direct practical application - we get a real feel for the way this relatively unusual company was swiftly and successfully developed away from Silicon Valley. It's readable and gives an important understanding of...

Nanotechnology - Rahul Rao ****

There was a time when nanotechnology was both going to transform the world and wipe us out - a similar position to our view of AI today. On the positive transformation side there was K. Eric Drexler's visions in the 1986 Engines of Creation. Arguably as much science fiction as engineering possibilities, it predicted the ability to use vast armies of assemblers to put objects together from individual atoms.  On the negative side was the vision of grey goo, out of control nanotechnology consuming all in its path as it made more and more copies of itself. In 2003, for instance, the then Prince Charles made the headlines  when newspapers reported ‘The prince has raised the spectre of the “grey goo” catastrophe in which sub-microscopic machines designed to share intelligence and replicate themselves take over and devour the planet.’ These days the expectations have been eased down a notch or two. Where nanotechnology has succeeded, it has been with the likes of atom-thick mat...