Monday, September 11, 2006

Reading and Creativity

Today's post on Bronteana quotes an article by Karen Utley, which posits that the "Imagination deficit could cripple society". Utley analyses the imaginative minds of the Bronte sisters, C.S. Lewis, and Agatha Christie, and concludes that unlike the children in the past who immersed themselves in books, children in the present day are spoon-fed information through high-tech means such as the Internet and video games. She claims that, "[the electronic entertainment industries] saturate young minds with ready-made, pre-imagined adventures", which works to their disadvantage when it comes to their ability to imagine on their own. While she insists on the importance of the Imagination for our survival, she does not present a solution besides deriding the influence of modern technology and declaring that "parents and teachers [should] take defensive action to protect children's imaginations."

I think what Utley suggests in her article, though she doesn't quite phrase it, is that children must have enough exposure to books. They must have other diversions than playing video games or surfing the net. The act of reading and conjuring up pictures in one's head from the words printed on a page is no easy task. The child must have patience and willingness to delve into the world of the book she is reading. As her reading capacity improves, she moves from picture books to classic works of Literature, and as she analyses, she begins to delve deeper into emotions, the human condition. She must imagine to feel, and vice versa. The great works of literature are enjoyed best after close study and this helps sharpen the child's analytical skills.

In contrast, most video games hardly invite such critical analysis, let alone that of human emotions. When a child plays a video game, she isn't invited into imagining a world like she must do when she reads, and instead, the world is provided for her. She is told what she must do to win that 'round', how many points she must get, how many hurdles she must pass, and what she is to expect when she reaches the next 'round'. In a lot of cases, she is told what to expect in the end if she wins, even before she starts the game! There is little complexity in setting, plot, and hardly any character study. The characters are usually static: for example Sonic the Hedgehog is still his happy go lucky self, even if he gets beaten to a pulp by enemies or wins a lottery. We are not invited into his mind or other details that help us perceive his mind in the manner that is found in literature, because this isn't the primary focus of the video game. It's goal is to entertain differently.

TV programs differ from well written books in that the latter demands more engagement with the readers. The reader gets intimate with the characters because of her investment in the story. A lot of TV programs show us what each character looks like, and how they feel; the TV program is someone else's interpretation of a story/event while the book, through intimacy with the reader, directly speaks to the reader without an additional middleman, an additonal barrier. Thus the reader is more involved as a result of the imagination necessary in order to brings the characters to life.

The Imagination has the ability to turn abstract things to reality. Utley argues that, "Progress in arenas from social reform to technological invention would be crippled if people lost their ability to imagine a better world. Tolerance and empathy depend upon the human capacity to imagine all the implications of the Golden Rule." The strength of the imagination depends on the opportunity to engage as much of one's mental capacity to feel as is possible. Life is not merely a video game where dexterity can make or break or score. We live in a world with real people with real emotions. And what better means than good books to teach us of our history, our own natures?

No comments: