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What video games have to teach us about learning and literacy
What video games have to teach us about learning and literacy,10.1145/950566.950595,Computers in Entertainment,James Paul Gee
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What video games have to teach us about learning and literacy
(
Citations: 1296
)
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James Paul Gee
Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good
learning in games
is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their
learning problems
by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.
Journal:
Computers in Entertainment - CIE
, vol. 1, no. 1, 2003
DOI:
10.1145/950566.950595
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Citation Context
(792)
...These studies have found that many young people engage in digital literacies and are able to read across a variety of symbol systems when they use the Internet for instant messaging (Lam,
2009
), playing computer games (Gee,
2008
), or looking for information about favorite bands and musicians (de la Piedra,
2010
)...
María Teresa de la Piedra
,
et al.
Literacies crossing borders: transfronterizo literacy practices of stu...
...Many other authors echo the social nature of learning and information in video games (
Gee, 2003
...
Mary J. Snyder Broussard
.
Digital games in academic libraries: a review of games and suggested b...
...To solve this potential problem, the author reframes communication actions and discourse through the ecology of semiotic interaction (eg,
Gee, 2004
;
Kramsch, 2006
,
2008
;
Van Lier, 2000
,
2004
) and English as a lingua franca (ELF) communication (eg,
Canagarajah, 2006
, 2007;
Crystal, 2003
;
Firth, 1996
;
House, 2003
;
McKay, 2009
;
Seidlhofer, 2004
)...
Mei-Ya Liang
.
Reimagining Communicative Context: ELF Interaction in Second Life to L...
...An important new venue proposed for discovery learning involves narrative computer games, because embedding a game within a story line is intended to engage learners more deeply in game activity (Dickey, 2006;Gee, 2007; Lee et al,, 2006; Neitzel, 2005; Shaffer, 2006)...
Deanne M. Adams
,
et al.
Narrative Games for Learning: Testing the Discovery and Narrative Hypo...
...Buckingham,
2006
; Gee,
2007
; Prensky,
2005
), arguing that young people have
already
successfully integrated digital engagement into their social routines...
Vic Lally
,
et al.
Researching the ethical dimensions of mobile, ubiquitous and immersive...
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Citations
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Literacies crossing borders: transfronterizo literacy practices of students in a dual language program on the USA–Mexico border
(
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