It is interesting to read how Gee analyzes, why video games capture interests more than learning at school. I agree to disagree with some of the things he says.
Although video games are more popular with children than school books, because of the identity, agency, control, interaction, low risk of failing etc., one of the major attractions according to me is the unpredictability. Every time one plays the game there is a certain amount of surprise factor involved which twists and turns the game making it more appealing to the players. The same kind of thrill is obtained when one plays soccer or any team sport. But the video games offer a low probability of loosing and even if one loses , it doesn't matter - you can start over with out having to hear from coach.
So one of the major reasons a child might be willing to play video games as opposed to soccer is the thrill of winning without having to do much practice or without having to see failures.
As far as the lateral thinking that video games offer ( according to Gee) - I am not sure if the domain into which the thinking extends laterally is wide and significant at all. One might be thinking about the strategies - but only with in a limited domain. Lets compare a Wii Mario Cart with Algebraic Equations. When you play Mario Cart, there are only limited number of actions that player can perform, but the scenarios that the game simulates could extend to almost infinity.So what a player learns is only limited. Its like giving a student to solve y=mx+c with infinite number of possible combinations of 'm' and 'c'. Imagine giving a student 100 problems with different values of 'm' and 'c' - how much 'learning' is happening here? This is similar to video games. Lateral thinking is more for the game designers than for the players in such a case. I think, schools do not linearly focus on 'goal', unlike what Gee says. If students are enticed with goals and benefits of the goals every step of the way, they would be more willing to work harder than now. Working with Scarlett students, I feel that they are not seeing a 'purpose' in learning.. their purpose of being able to perform important cognitive tasks are not clear to them. Many students seem to have abilities but do not seem to attach those abilities to any value or purpose.
I think if we adapt the video game concept to regular classroom teaching,
-making the learning thrilling,
-setting every day goals that are nearly tanglible and certainly realizable, and
-also showing students the bigger picture of purpose of learning frequently
we can get the students back into the classrooms in real sense.