There’s no evidence for a link between a decline in writing standards and texting. Photo: Olivier Morin/AFP/Getty
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No, the internet is not destroying our ability to read and spell

If anything, we are living in an age of unprecedented literacy – in the Western world, at least. The internet just makes our pre-existing mistakes far more visible.

Immediacy is the attribute that most defines the internet. Everything, from shopping to films to pornography, lies, as the cliché has it, just a click away. Online life also brings us into close proximity with the opinions of others – friends, family and total strangers alike. It’s not always pretty of course, generally a reminder that people have a tendency to stupidity, that is often amplified by its appearing in black and white; what would ordinarily be laughed off down the pub as benign ignorance and quickly forgotten is taken a great deal more seriously when couched in the discursive context of an online debate, however inane that debate might be. (And one needn’t throw the first stone either – given the proliferation of opinion online it is likely we have all at least once in our life posted a comment on an internet forum that we wouldn’t care to stand over.)

Officialdom (and its officious henchmen) has long afforded the written word greater importance than the spoken variety, partly out of social prestige but often out of practicality – people, businesses and bureaucracies request something “in writing” to have a documented record of a commitment or an attestation. And not everyone, to be sure, writes to the same degree of elegance or ability. Texting (and, to a lesser extent, Twitter) has been the main bugbear of those Jeremiahs, who bewail falling standards in spelling, grammar and literacy. The reality is, however, that successive studies in various cultural contexts around the world have shown there to be no correlation between a decline in writing standards and SMS use. Standards have remained fairly constant. It is simply that the internet and social media have made what errors there are in spelling and punctuation far more visible these days. If anything, we are living in an age of unprecedented literacy – in the Western world, at least. Until two decades ago, the majority of people, once their formal schooling was over, rarely wrote anything longer than a shopping list or a Christmas card, and rarely was what they wrote intended for a readership of more than a handful of people. That has all changed, and the information revolution affords people greater opportunity to write on a regular basis, and, of course to expose what they write, good and bad, to a greater audience. Minority languages like Irish have found new life in written form online and Cantonese, previously thought of as beneath literary use even by its native speakers, who opted for written Putonghua instead, has, thanks to social media, blossomed into a living written language, and has been emblematic of the current protests in Hong Kong. If the internet has made people their own bureaucrats, it has also made them, in however fanciful a way, their own poets, journalists and chroniclers. 

Illiteracy is a different thing entirely. If you want a gauge for how reading and writing standards are falling or rising, the internet is not really the place to look, because the truly functionally illiterate are not present there. They are generally hidden, in official statistics as well as in society – wealthy countries usually trumpet 99 per cen literacy rates, but the sole metric used, by the CIA handbook, for instance, is people aged 15 or over having completed five or more years of schooling (UNESCO’s yardstick for youth literacy is slightly more demanding). The estimates for adult illiteracy in industrialised societies tend to be as high as 20 per cent (the National Literacy Trust puts the figure for England at 16 per cent). Many of these are people who slipped through the net of the education system and others whose reading and writing ability has declined through disuse – more than half of adult illiterates in France are over the age of 45. Two thirds of those adult illiterates are men, which is itself a direct inversion of the worldwide gender imbalance in illiteracy rates, where two thirds of those that cannot read or write are women. 

One is rarely exposed to illiteracy in everyday life – many of those who genuinely struggle manage to keep it a secret to all but family and close friends. In my bartending days, I once checked myself when a customer asked, during a particularly busy rush what beers we served (there were no brand logos on the taps to help him out) and I impatiently pointed to the chalkboards overhead. It quickly became clear that he wasn’t able to read them and, embarrassed, I made time to run through them with him. Occasionally I will be stopped by someone on the streets of Paris, pointing to an address on a computer print-out they are looking for but which they are not able to make out. They are invariably sub-Saharan Africans perfectly fluent in French, but this doesn’t mean that that social group are the most likely to be unlettered – at least 75 per cent of adult illiterates in France are native-born, having grown up speaking French alone. It is just that an immigrant’s straitened circumstances mean he or she cannot afford to go to lengths to hide his or her inability to read in the same way a native can. 

France’s economy minister Emmanuel Macron recently caused an uproar when, in his first media interview after taking the job, he remarked that workers facing lay-offs in a factory in Brittany would have trouble finding other jobs because of illiteracy. Macron was not wrong (some 20 per cent of the workers in the factory were believed to have reading difficulties) but the blitheness of his comments was understandably wounding. The insensitivity of his remarks are symptomatic of the difficulty any educated person would have empathising with an illiterate person’s predicament. 

Most people these days agree that raising literacy standards can only be a good thing – though there are, of course, those of an authoritarian bent who disagree, like former Portuguese dictator Salazar, who saw a literate peasantry as a threat to his rule, and the Taliban, who take violent exception to girls being educated. Still, even in countries as unfree as North Korea, Saudi Arabia and Iran, literacy, if not always part of a fully rounded education, is certainly taken seriously. In China, Mao even simplified the alphabet to make it easier for the peasantry to learn how to read, albeit depriving the written language of much of its richness. Traditional Chinese now survives only in the spheres which were then out of the PRC’s control – Taiwan, Macao and Hong Kong. It certainly doesn’t follow that literacy will, in of itself, bring about freer societies, nor, as we have seen, does it have comprehensive reach even in wealthy liberal democracies. It does, of course, make economic sense, both for individuals and societies, for people to be able to read and write. It is for this reason that “benefit of clergy” existed in times past, where someone would be spared the death penalty if they could read – a valuable economic commodity. Playwright Ben Jonson was one such beneficiary, escaping hanging for manslaughter in 1598 because of his education. This benefit had originally come about to give clerics the right to be tried by an ecclesiastical court but it was later modified to benefit anyone who could prove their literacy, reflective of the gradual “democratisation” of the educational franchise. 

Increased literacy, no doubt, ultimately has its cultural impact, as Richard Hoggart’s most famous work attested (as did the success of the very Pelican imprint which published it), and, as Dickens observed in Our Mutual Friend, “no one who can read, ever looks at a book, even unopened on a shelf, like one who cannot”. Still, literacy, once again, will not necessarily lead to cultural bounty – there are plenty of places in the world where most people can read or write but remain largely unmoved by things cultural. Literacy is not even a prerequisite for culture, as much of it predates mass literacy. The great Malian guitarist Ali Farka Touré never learned to read or write yet he was a tireless campaigner for education as mayor of his native village – in developing countries, it is often illiterate parents who are the most eager for their children to learn to read and write. But even literate parents in Western countries worry about their offspring – the older generation hail Harry Potter and the Twilight books as the cavalry rescuing teenagers from certain ignorance fostered by TV, video games and the internet. I tend to agree with Tim Parks that such books aren’t really a gateway drug for weightier literature, and neither do I think that reading would all of a sudden die out among younger people if it weren’t for J K Rowling or Stephanie Meyer. Illiteracy is a real problem for many adults (and children too) but it is engendered mostly by being locked into an environment where reading or the encouragement of it is absent. If your children are getting anywhere near books without having to step into a schoolroom, you need not worry too much, any more than that texting will destroy their ability to spell.

Oliver Farry is an Irish writer, journalist and translator living in Paris.

GRAHAM TURNER/GUARDIAN NEWS & MEDIA
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How board games became a billion-dollar business

A new generation of tabletop games escaped the family table – and fuelled a global industry.

In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart. It all felt disturbingly familiar – except that these politicians were brightly coloured cartoon drawings, their policies were drawn from a fat deck of cards and the people pulling the strings of government were a young family and a bunch of cheerful twentysomething men in T-shirts.

This was Statecraft, one of hundreds of board and card games on display at the UK Games Expo (UKGE) in Birmingham last summer. Now in its tenth year, UKGE is Britain’s biggest event in the increasingly crowded and profitable world of tabletop gaming and, with its milling crowds, loud music, packed stalls and extraordinary costumes (I spotted Judge Dredd, Deadpool, innumerable Doctors Who and more sorcerers than you could shake a staff at), it felt like a mixture of a trade show, a fan convention and a free-for-all party.

For anyone whose last experience of board games was rainy-day Monopoly and Cluedo, or who has doubts about the place of cardboard in an entertainment landscape dominated by screens, there was no better place to come for a Damascene conversion.

Statecraft’s creator, Peter Blenkharn, a gangly and eloquent 23-year-old with an impressive froth of beard, was in his element. “Our game also has one-party state scenarios,” he explained, brandishing a colourful deck of terrifying political events. “Sectarian violence. Hereditary establishments. An egalitarian society. Each one tweaks the mechanics and the mathematics of the game. There might be a housing crisis, a global pandemic, extremist rallies, a downturn in the economy, and with each you get a choice of how to react.”

Blenkharn is one of many new designers making careers out of the current boom in tabletop gaming. He founded his company, Inside the Box Board Games, with Matthew Usher, a friend from school and Oxford University, and raised £18,000 on the crowd-funding platform Kickstarter to make their chemistry-themed puzzle game, Molecular. It was manufactured in China and shipped to Blenkharn’s mother’s house, where his family helped to send copies to the game’s backers. Last year, a second Kickstarter campaign for Statecraft made more than twice as much money, prompting Blenkharn to go into the business full-time.

“Publishing your own games is definitely profitable,” Blenkharn told me. “The profit margins are enormous on medium runs, and there’s a huge amount of room for more indie publishers . . . People collect 20, 30 or 40 board games at £20 or £30 a time. You can play with a range of different people. And while video games have a fairly niche age range, as you can see . . .” – he gestured around at the milling crowds – “. . . these games appeal to everyone. The market is exploding.”

The figures appear to support this optimistic prognosis. Last August, the trade analysis magazine ICv2 estimated that the “hobby games” business in 2015 – that is, board and card games produced and sold for a dedicated “gamer” market, rather than toys – was worth $1.2bn in the US and Canada alone. On Kickstarter, where independent designers can gauge interest and take pledges to fund production, tabletop games made six times more money than video games in the first half of 2016.

One of the most startling of these Kickstarter success stories was Exploding Kittens, a simple, Uno-like game illustrated by the creator of a web comic called The Oatmeal. This unassuming deck of cards, crammed with daft cartoons and surreal humour, earned nearly $9m in the month of its crowd-funding campaign, making it the seventh most successful project in Kickstarter’s eight-year history; so far, the only products on the platform to raise more money have been four iterations of the Pebble smart watch, a travel jacket with a built-in neck pillow, a drinks cooler that ices and blends your drinks – and a reprint of another board game, the fantastical (and fantastically expensive) Kingdom Death Monster, which costs $200 for a basic copy and is taking pledges of up to $2,500. It has already raised more than $12m. The figures for other games are scarcely less impressive: a game based on the Dark Souls series of video games, for example, raised £4m in crowd-funding pledges last April.

Touring the aisles of the UKGE, I started to wonder if there was any subject about which someone hadn’t developed a board game. A family was deep in a new edition of Agricola, a German game that involves scratching a living from unforgiving 17th-century farmland. “I’m going to have trouble feeding my child this harvest,” I heard one of the players say. Nearby, two people were settling into Twilight Struggle, a tussle for ideological control set in the Cold War, in which the cards bear forbidding legends such as “Nuclear Subs”, “Kitchen Debates” and “We Will Bury You”.

I spotted three games about managing fast-food chains, one about preparing sushi, one about eating sushi, one about growing chillies and one about foraging mushrooms; I watched sessions of Snowdonia, about building railways in the Welsh mountains, and Mysterium, a Ukrainian game in which a ghost provides dream clues to a team of “psychic investigators” using abstract artwork. A game called Journalist (“‘Where is that promised article?’ roars your boss”) seemed a little close to home.

Spurred by the opportunities of crowd-funding and the market’s enthusiasm for new ideas, a legion of small and part-time designers are turning their hands to tabletop games. I met the Rev Michael Salmon, an Anglican vicar whose football-themed card game Kix, a tense battle between two players with hands of cards representing their teams, has echoes of the Eighties classic Top Trumps. Nearby was Gavin Birnbaum, a London-based driving instructor who designs a game every year and carves them individually from wood in his workshop; 2015’s limited edition from his company, Cubiko, was Fog of War, in which perfect little tanks crept around a board of wooden hexagons, zapping each other.

Perhaps the most impressive prior CV belonged to Commander Andrew Benford, who developed his hidden-movement game called They Come Unseen beneath the waves in the Seventies while serving on Royal Navy subs. Sold at UKGE in a snazzy cardboard version by the war games company Osprey, it had come a long way from the “heavily engineered board covered with thick Perspex and secured to an aluminium board” that the nuclear engineers prepared for the original. Benford, now retired, was already thinking about an expansion.

This surge in innovation has also made these interesting times for established creators. Reiner Knizia, one of the best-known names in board games, told me, “There are enormous changes in our times, in our world, and this is reflected in the games. It’s wonderful for a creative mind.” Knizia is a German mathematician who quit a career in finance to become a full-time designer in 1997. His interest in games began in his childhood, when he repurposed money from Monopoly sets to devise new trading games, and he now has more than 600 original games to his credit.

Knizia’s games are frequently remarkable for a single innovative twist. In Tigris and Euphrates, a competitive tile-laying game set in the Mesopotamian fertile crescent, players compete to win points in several different colours, but their final score is calculated not on their biggest pile but their smallest. His licensed game for the Lord of the Rings series developed a method for co-operative adventure – players collaborate to win the game, rather than playing against each other – that has become a separate genre in the 17 years since its release.

But Knizia is no doctrinaire purist. The design experiments he conducts from his studio in Richmond, London (“I have 80 drawers, and in each drawer I have a game, but no sane person can work on 80 products at the same time”), embrace new methods and unusual technologies – smartphones, ultraviolet lamps – in their pursuit of what he calls “a simple game that is not simplistic”. When I mentioned the assumption common in the Nineties that board games would be dead by the millennium, he raised an eyebrow. “That clearly wasn’t going to happen,” he said. “Just as if you said travelling would die out because you could see everything live on television. There are basic needs of human beings: to socialise with other people, to explore things, to be curious, to have fun. These categories will stay. It doesn’t mean that we have to have printed cardboard and figures to move around: we might lay out a screen and download the board on to the screen. The act of playing, and of what we do in the game, will stay,
because it is in our nature.”

This question of the appropriate shape for board games – and how they are to utilise or shun the glowing screens that follow us everywhere – is one that many game designers are asking. Later in the summer, I had the chance to play the second edition of a game called Mansions of Madness, a reworking of an infamously complex board game based on the work of the horror writer H P Lovecraft. In its original incarnation, players navigated a series of terrifying colonial mansions, encountering monsters and events that needed to be drawn from piles of pieces and decks of cards by a human opponent. Like many games that involve huge numbers of interacting decisions, the first edition was a horror of its own to manage: the set-up took an eternity and one false move or misapplied card could ruin an entire game. For the second edition, its publishers, Fantasy Flight Games, streamlined the process – by handing over responsibility for running the game to an app for smartphones and tablets.

“To some, I’m the great Satan for doing that,” Christian T Petersen, the CEO of Fantasy Flight, told me when we discussed the integration of apps and games. “There was a portion of the gaming community that resisted it for various reasons: some on the basis that they didn’t want a screen in their lives, some on the basis of interesting thought-experiments that if they were to bring their game out 50 years from now, would the software be relevant or even possible to play? Maybe it won’t. I don’t even know if some of these inks that we have will last 50 years.”

Also a designer, Petersen was vigorous in his defence of the possibilities of mixed-media board gaming. “We’re trying to use technology to make the interface of games more fun,” he said. “Too much integration and you’ll say, ‘Why am I playing a board game? I might as well be playing a computer game.’ Too little and you’ll say, ‘Why is it even here?’ But I believe there’s a place in the middle where you’re using software to enhance the relevance of what this can be as a board game. We’re still experimenting.”

Other experiments have gone in different directions. The program Tabletop Simulator, released in 2015, is a video game platform that represents tabletop games in a multiplayer 3D space. Players can create their own modules (there are hundreds available, many of them no doubt infringing the copyright of popular board games) and play them online together. A recent update even added support for VR headsets.

While designers debate the future of the medium, tabletop gaming has been creeping out of enthusiasts’ territory and into wider cultural life. In Bristol, one evening last summer, I stopped by the marvellously named Chance & Counters, which had recently opened on the shopping street of Christmas Steps. It is a board game café – like Draughts in east London, Thirsty Meeples in Oxford and Ludorati in Nottingham – where customers pay a cover charge (£4 per head, or £50 for a year’s “premium membership”) to play while eating or drinking. The tables have special rings to hold your pint away from the board; the staff read the rule books and teach you the games.

“When I was growing up,” explained Steve Cownie, one of the three owners of Chance & Counters, “board games were associated with family time: playing Monopoly at Christmas and shouting at each other. Now, it’s been repositioned as a way for young professionals, students, just about anyone, to spend time with each other. It’s a guided social interaction, where there’s a collective task or a collective competition.”

There is barely a smartphone in the place. “People aren’t sitting around checking Face­book,” agrees Cownie. “They’re looking each other in the eye, competing or co-operating. It’s amazing to see, really.”

A board games café is an odd social experience but a compelling one. Before taking our seats at Chance & Counters, my companion and I were ushered by a waiter towards a wall of games that ran down the side of the building, past tables of other people bent in rapt concentration or howling in riotous disagreement over rules. “Would you like something light?” he asked. “Something heavy? Something silly? Something strategic?” The rows of gleaming boxes stretched out before us. Somewhere in there, I knew, was exactly the game we wanted to play. 

This article first appeared in the 19 January 2017 issue of the New Statesman, The Trump era