In 2002, Maine became the first state to implement a statewide laptop program to some grade levels. Then-governor Angus King saw the program as a way to put the internet at the fingertips of more children, who would be able to immerse themselves in information.

By that fall, the Maine Learning Technology Initiative had distributed 17,000 Apple laptops to seventh graders across 243 middle schools. By 2016, those numbers had multiplied to 66,000 laptops and tablets distributed to Maine students.

King’s initial efforts have been mirrored across the country. In 2024, the U.S. spent more than $30 billion putting laptops and tablets in schools. But more than a quarter-century and numerous evolving models of technology later, psychologists and learning experts see a different outcome than the one King intended. Rather than empowering the generation with access to more knowledge, the technology had the opposite effect.

  • luciferofastora@feddit.org
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    1 day ago

    Honestly, GoW 2018 was a really good commentary on the cycle of violence, processing trauma and self-loathing, emotional vulnerability… This is entirely tangential, but there’s one moment where Kratos and Atreus look out at some beautiful view opening up before them. Kratos tentatively reaches out to put his hand on Atreus’ shoulder, then hesitates, pulls it back. It broke my heart, breaks it over and over every time I think about it. The game undeniably is a power fantasy, but it hardly pulls punches in digging up Kratos’ issues and flaws, including calling out that tough macho persona.

    Anyway, on topic: I think the portrayal of Sparta in particular goes back to a circular issue of pop media. When depicting something, the audience usually approaches in with expectations and preconceptions shaped by other works. These works in turn call back to previous ones, partially built on the writings of 19th century historians belonging to their respective elites and accordingly biased to let the Spartan elites look good, drawing on source material written by ancient Greek elites that will also have identified more with the Spartiates than the Helots.

    If I make a game or movie about Sparta, most people will involuntarily form some association with 300. If I then (accurately) present their warrior-elite as cruel bastards that largely eschew the arts, don’t actually do much combat training, don’t value individual prowess so much as coherence in the phalanx, have a very average track record in war; if I show them marching to Athens and back several times because they had no siegecraft to actually take it; if I point out their selling out Greece to the Persians…

    I don’t think players will enjoy it. That’s not a fun Sparta. It doesn’t stack up to the glorious expectations. There are no heroics, just disappointment.
    Historians will love it, but critics will open with “if you’re looking for the heroes of 300, you won’t find them here” and players will close the tab.

    In that light, a publisher primarily interested in money won’t want to take the risk of honesty, if they care at all.

    With the Vikings, the causes may differ (and I don’t know the historiography here), but the result is similar: we’ve ended up with an image of big tough heathen warriors, possibly shaped more by the impressions of English monks whose churches they were burning or those Vikings that ended up converting to Christianity, and less by the of slaves that were dragged away or people killed in the raids. Again, Ubisoft won’t want to risk kicking up a fuss by smearing that image.

    Additionally, the factor you pointed out that you might not want to indulge player cruelty adds complexity to the question of how to frame those issues. Complexity requires more writing work, which costs money, and we’re back at “a publisher primarily interested in money”.

     

    Don’t get me wrong. I enjoyed the games, despite being aware of those issues. My complaint is rather with a media landscape that has painted an image nobody dares disrupt because it’s not profitable. The education to enable such disruption would have to come from the outside, which leads to the initial problem: If games are the best way to convey that information, but the industry has backed itself into a corner where it can’t easily do so, we’re at a deadlock.