Literature Review in Games and Learning - REPORT 8: FUTURELAB SERIES

 
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Literature Review in Games and Learning - REPORT 8: FUTURELAB SERIES
FUTURELAB SERIES

REPORT 8:

Literature Review in
Games and Learning
                                                            John Kirriemuir, Ceangal
                   Angela McFarlane, Graduate School of Education, University of Bristol
FUTURELAB SERIES

REPORT 8:                                                                                  CONTENTS:

                                                                                           EXECUTIVE SUMMARY          2

Literature Review in                                                                       SECTION 1
                                                                                           INTRODUCTION               5
Games and Learning                                                                         SECTION 2
                                                                                           GAMES CULTURES
                                                                                           AND PLAY                   7
John Kirriemuir, Ceangal
                                                                                           SECTION 3
Angela McFarlane, Graduate School of Education, University of Bristol                      GAMES AND LEARNING         13

                                                                                           SECTION 4
                                                                                           KEY ISSUES IN DEVELOPING
                                                                                           GAMES FOR LEARNING         19
FOREWORD                                                                                   SECTION 5
                                                                                           FUTURE DIRECTIONS
Computer games are today an important        research in the field, in particular the      IN GAMES AND LEARNING      24
part of most children’s leisure lives and    increasing interest in pleasurable
increasingly an important part of our        learning, learning through doing and          BIBLIOGRAPHY               29
culture as a whole. We often, as adults,     learning through collaboration, that
                                                                                           END NOTES                  34
watch in amazement as children dedicate      games seem to offer. At the same time,
hours to acting as football coaches,         the review takes a measured tone in
designers of empires, controllers of         acknowledging some of the obstacles and
robots, wizards and emperors. In the         challenges to using games within our
past, computer games have been               current education system and within our
dismissed as a distraction from more         current models of learning. It goes on to
‘worthy’ activities, such as homework or     propose some ways in which designers,
playing outside. Today, however,             researchers and educational policy
researchers, teachers and designers of       makers might draw on the growing body
learning resources are beginning to ask      of research in the field to create learning
how this powerful new medium might be        resources and environments that go
used to support children’s learning.         beyond a sugar-coating of ‘fun’ to the full
Rather than shutting the door of the         engagement that computer games seem
school against the computer game, there      to offer so many children today.
is now increasing interest in asking
whether computer games might be              We are keen to receive feedback on
offering a powerful new resource to          the Futurelab reports and welcome
support learning in the information age.     comments at research@futurelab.org.uk

This review is intended as a timely          Keri Facer
introduction to current thinking about the   Director of Learning Research
role of computer games in supporting         Futurelab
children’s learning inside and out of
school. It highlights the key areas of

                                                                                                                1
EXECUTIVE SUMMARY

                  EXECUTIVE SUMMARY                              games, or game players, cannot be
                                                                 mapped onto one research discipline.
                                                                 Relevant areas of study include, but
                  AIMS
                                                                 are not limited to computer science,
                                                                 education, psychology, youth and media
                  This review provides:                          and cultural studies. As a result, aspects
                                                                 of investigation into games and game
                  • a summary of the contemporary state of       players can ‘straddle’ several different
                    the computer and video gaming                academic disciplines.
                    industry, market and culture
                  • an overview of the main developments in      As games have become more complex in
                    research into gaming and the                 terms of graphics, complexity, interaction
                    educational relevance of video games,        and narrative, so a variety of genres have
                    and a summary of the literature              come to dominate the market. There is,
                    resulting from this research                 however, no standard categorisation
                  • a basis for communication between the        of such games; different stakeholders
                    educational research community and           in the games industry eg game outlets,
                    the commercial sector on the subject of      developers, academics, web review sites,
                    the use of games technologies in the         use a taxonomy appropriate to their own
                    design of learning resources                 audience. Nonetheless the differences
                                                                 between genres, and even between games
                  • a basis for discussion within educational    within one genre, differentiate the way
                    communities on the use of digital            they are played, and their potential to
                    games within educational settings.           support learning. Thus attempts to
                                                                 generalise the effect of games or
                                                                 gaming may be unhelpful.
    attempts to   CONTEXT
 generalise the                                                  Perhaps as a result of the diversity and
                  Computer games are a growing part of our       complexity of games themselves, and
effect of games   culture; the global market is worth billions   the range of perspectives taken by
                  of dollars, related activities range from      researchers, there are few hard and fast
or gaming may     published magazines to spontaneous             findings in the literature. In order to better
   be unhelpful   internet communities, and the impact of        understand games and game play, and
                  games play on young people has attracted       how they contribute to learning, it may
                  significant interest from the popular          be necessary to distinguish more clearly
                  media. Three quarters of children play         the nature of gaming and the nature of
                  regularly – is this harmful or beneficial,     learning and the learner.
                  are they learning as they play, and if so
                  what? This review considers the findings of
                  research into the relationship between         GAMES AND GAMERS
                  games and players, and the theoretical
                  and actual implications for learning.          Researchers and commentators have
                                                                 attempted to understand the lure of
                  The research evidence is complex, and          computer games. This has been
                  thinly spread. The study of computer           characterised as a combination of fantasy,

  2
REPORT 8
                                                                                        LITERATURE REVIEW IN GAMES AND LEARNING
                                 JOHN KIRRIEMUIR, CEANGAL & ANGELA MCFARLANE, GRADUATE SCHOOL OF EDUCATION, UNIVERSITY OF BRISTOL

challenge and curiosity, and a level of           integrated into the curriculum. Reasons                 the experience
engagement described as ‘flow’ where              for this include:
players become oblivious to distractions.                                                                 of game play
Concern has been expressed that this              • it is difficult for teachers to identify              seems to
leads to a neglect of other activities, often       quickly how a particular game is
assumed to be automatically more worthy.            relevant to some component of the                     be affecting
Other authors see games play as                     statutory curriculum, as well as the                  learners’
inherently valuable, leading to a                   accuracy and appropriateness of the
development of a range of skills and                content within the game                               expectations
competences that may transfer to other            • the difficulty in persuading other school             of learning
social and work-related uses of digital             stakeholders as to the potential/actual
technologies.                                                                                             activities
                                                    educational benefits of computer games
The debate around violence and gaming             • the lack of time available to teachers to
is as yet unresolved. There are two                 familiarise themselves with the game,
perspectives; that games increase                   and methods of producing the best
aggression or that games provide a release          results from its use
for pent-up aggression. In all likelihood         • the amount of irrelevant content or
both are legitimate conclusions, and the            functionality in a game which could not
outcomes varies with game and player.               be removed or ignored, thus wasting
                                                    valuable lesson time.
Gender is a common subject of games
related research, focusing mainly on the          Nonetheless, teachers and parents
image of females within games, or the role        recognised that games play can support
of gender in influencing games play. There        valuable skill development, such as:
are few clear outcomes, but the proportion
of gamers who are female seems to be              • strategic thinking
growing and this may be related to the
                                                  • planning
increase in social gaming through on
and offline multiplayer options.                  • communication
                                                  • application of numbers
                                                  • negotiating skills
GAMES AND EDUCATION
                                                  • group decision-making
Research into the use of mainstream               • data-handling.
games in education is relatively novel, but
growing rapidly. Research is mainly               Significantly the experience of game
concerned with the development of related         play seems to be affecting learners’
competences and literacies during game            expectations of learning activities.
play, or the role of games in the formation       Preferred tasks are fast, active and
of learning communities either while              exploratory, with information supplied
gaming or related to game play.                   in multiple forms in parallel. Traditional
                                                  school-based learning may not meet
Use of mainstream games in schools                these demands.
remains rare, and is unlikely to be

                                                                                                                             3
EXECUTIVE SUMMARY

                  DEVELOPING GAMES FOR EDUCATION                 learning. Yet much research evidence
                                                                 contradicts this, arguing that children do
                  There are two key themes common to the         enjoy learning when they have a sense of
                  development of games for education,            their own progression and where the
                  namely:                                        learning is relevant and appropriate. This
                                                                 focus on ‘fun’ and on ‘concealing the
                  1 The desire to harness the motivational       learning’ within educational games may, in
                    power of games in order to ‘making           fact, be a red herring. Instead, it might be
                    learning fun’.                               worth returning to some early analyses
                                                                 that describes the pleasures of games play
                  2 A belief that ‘learning through doing’ in
                                                                 as a ‘flow’.
                    games such as simulations offers a
                    powerful learning tool.
 concealing the                                                  The conditions likely to induce the flow
                                                                 state are characterised by Malone (1980)
learning within   Software designed to support young
                                                                 as:
                  people’s learning often borrows from game
    educational   design in an attempt to replicate the levels
                                                                 • the activity should be structured so that
games may be      of engagement and harness this to
                                                                   the player can increase or decrease the
                  facilitate more traditional learning. These
  a red herring                                                    level of challenges faced, in order to
                  attempts are not always successful and
                                                                   match exactly personal skills with the
                  the results do not always convince a
                                                                   requirements for action
                  discerning gamer.
                                                                 • it should be easy to isolate the activity,
                  Most edutainment has failed to realise           at least at the perceptual level, from
                  expectations, either because:                    other stimuli, external or internal, which
                                                                   might interfere with involvement in it
                  • the games have been too simplistic in        • there should be clear criteria for
                    comparison to competing video games            performance; a player should be able to
                  • the tasks are repetitive ie continually        evaluate how well or how poorly (s)he is
                    doing sums, and thus quickly become            doing at any time
                    boring and ‘work’                            • the activity should provide concrete
                  • the tasks are poorly designed and do           feedback to the player, so that (s)he can
                    not support progressive understanding          tell how well (s)he is meeting the
                                                                   criteria of performance
                  • related to this last point, the range of
                    activities is severely limited within the    • the activity ought to have a broad range
                    game, usually concentrating on one             of challenges, and possibly several
                    skill, or accumulation of homogenous           qualitatively different ranges of
                    content                                        challenge, so that the player may obtain
                                                                   increasingly complex information about
                  • the target audience becomes aware that
                                                                   different aspects of her/himself.
                    it is being coerced into ‘learning’, in
                    possibly a patronising manner.
                                                                 Another commentator, reflecting on how
                                                                 to design engaging learning experiences,
                  The debate on ‘making learning fun’ often
                                                                 draws on these definitions to propose eight
                  assumes that children do not enjoy
                                                                 characteristics as essential:

 4
SECTION 1

                                                                               INTRODUCTION

• task that we can complete                  1 INTRODUCTION
• ability to concentrate on task
                                             As is widely reported across many media,
• task has clear goals                       computer and video games are
• task provides immediate feedback           increasingly popular. In 2002, the world
• deep but effortless involvement (losing    market for ‘games and edutainment/
  awareness of worry and frustration of      reference software’ realised 16.9 billion
  everyday activity)                         US dollars, with 3.3 million games
                                             consoles being sold in the UK alone
• exercising a sense of control over         (ELSPA 2003). People of all ages, but most
  our actions                                visibly children, play these games, often
• concern for self disappears during         dedicating long periods of time in total
  flow, but sense of self is stronger        concentration to the amazement and
  after flow activity                        sometimes concern of watching adults.
• sense of duration of time is altered.
                                             Games were still a relatively new
Rather than aiming for an experience         phenomenon when a wide range of people,
that superficially resembles leisure-based   including parents, teachers, educational
‘fun’ activities, or one which attempts to   specialists and media commentators
conceal the educational purpose, it might    began to ask one of two related questions:
be argued that we should understand
the deep structures of the games play        1 Games take up large periods of time,
experience that contribute to ‘flow’ and       which could be spent on more worthy
build these into environments designed         activities, such as education and
to support learning.                           learning. Therefore, how do we ‘wean’
                                               children off games and into these
                                               activities?
                                             2 Games promote levels of attention and
                                               concentration that teachers, parents
                                               and policy makers wished children
                                               applied to learning. Therefore, what can
                                               the education sector learn and use from
                                               these games in order to ‘enhance’ the      in 2002, the
                                               learning process?                          world market
                                             This report examines the research            for ‘games and
                                             associated with these two stances on         edutainment/
                                             games and learning. Particularly, it
                                             examines three research questions:           reference
                                                                                          software’
                                             1 What is happening during the
                                               game-playing process, and what can         realised
                                               the educational sector learn or use        16.9 billion
                                               from this?
                                                                                          dollars

                                                                                                       5
SECTION 1

INTRODUCTION

            2 Can conventional computer games be           • hardware, known as video game
              used as a vehicle for formal learning, eg      consoles (examples being the Sony
              classroom-based curriculum related             Playstation series, Microsoft Xbox and
              content delivery?                              Nintendo GameCube), which are
            3 What components or features of                 operated through a television
              conventional computer games can be           • personal computers
              taken and used in learning software or       • mobile devices, eg phones and
              practice?                                      dedicated gaming machines such as
                                                             the Nintendo GameBoy Advance.
            The key focus of this report is primarily on
            school age children, and the design of         Digital games will include those that are
            games (both for learning and for leisure)      mass-market products developed for the
            for children of these ages.                    leisure or education market, including
                                                           those with cross-over potential.

            1.1 DEFINITIONS AND RESEARCH                   Niche digital gaming media, such as watch
            BASE FOR THE REPORT                            or LCD panel-based games, are outwith
                                                           the scope of this report since at present
            There is a wide variety of definitions of      they are somewhat ephemeral and
            digital games across the range of              simplistic.
            academic, internet and media writing. The
            terminology also varies between authors
            and over time, and is often interchangable.    1.2 RESEARCH ISSUES
            For example, the terms ‘computer game’         AND CREDIBILITY
            and ‘video game’ used to refer to PC-
            based games and console-based games            There are three key issues surrounding
            respectively but are now used                  research into games and learning that
            interchangeably.                               require acknowledgement.
            For the purposes of this report, we will       • Games and publication cycles
            define a digital game as one that:
                                                             The time taken for peer reviewed articles
            • provides some visual digital information       to reach publication often means that
              or substance to one or more players            games described as ‘current’ may be
                                                             somewhat out of date compared with
            • takes some input from the players              current market practices. This is not to
            • processes the input according to a set         say that this research has no lessons to
              of programmed game rules                       offer developers and teachers, simply
            • alters the digital information provided        that it is important to supplement
              to the players.                                conventional academic research with
                                                             research from other sources, while at
            We will also define games as programmes          the same time recognising that these
            that operate on the following platforms:         alternative sources are not subject to
                                                             the same degree of peer-reviewed
                                                             scrutiny as academic publications .

 6
SECTION 2

                                                    GAMES CULTURES AND PLAY

• Games as an interdisciplinary subject        2 GAMES CULTURES AND PLAY
  Games have been a subject for research
  in a wide range of different fields,         2.1 CATEGORISING GAMES
  including computer science, media and
  cultural studies, psychology, education,     As games have become more complex in
  physics and youth studies. For anyone        terms of graphics, complexity, interaction
  interested in games and learning, then,      and narrative, so a variety of genres have
  there are two challenges: first, to locate   increasingly come to dominate the market.
  all the research across all these areas      There is, however, no standard
  and second, to overcome the sometimes        categorisation of such games; different
  confusing overlap and difference in          stakeholders in the games industry, eg
  terminology used in respect of games         game outlets, developers, academics, web
  across these different research fields.      review sites, use a taxonomy appropriate to
                                               their own audience. Such categorisations
                                               are discussed in Orwant (2000), who also
• Games researchers as ‘defenders’             illustrates the system employed by Herz
  of games                                     (1997) which closely resembles that used
  Given the many social concerns around        by many in the contemporary games
  computer games, many researchers in          industry.
  this field find it necessary to defend
  computer games against attacks. Those        The Herz system presents these
  reading the research need to adopt a         major categories:
  balanced perspective towards accounts
  that can sometimes be read as a              • action games - these can be
  ‘celebration’ of games in the face of          subcategorised into shooting games,
  sustained social criticism. Additionally,      ‘platform’ games (so called because the
  readers need to beware of a tendency           players’ characters move between on-
  for some researchers to generalise from        screen platforms) and other types of
  personal experience and to be cautious         games that are reaction-based
  of accounts that attempt to describe         • adventure games - in most adventure
  ‘typical games players’.                       games, the player solves a number of
                                                 logic puzzles (with no time constraints)
                                                 in order to progress through some
                                                 described virtual world
                                               • fighting games - these involve fighting
                                                 computer-controlled characters, or
                                                 those controlled by other players
                                               • puzzle games - such as Tetris
                                               • role-playing games - where the human
                                                 players assume the characteristics of
                                                 some person or creature type, eg elf or
                                                 wizard
                                               • simulations - where the player has
                                                 to succeed within some simplified

                                                                                                   7
SECTION 2

GAMES CULTURES AND PLAY

              recreation of a place or situation eg        (A Bug’s Life). However, such simplistic
              mayor of a city, controlling financial       comparisons are increasingly questioned;
              outlay and building works                    for example, the aforementioned
            • sports games                                 comparison does not take into account the
                                                           cost of the game ($50) against that of the
            • strategy games - such as commanding          cinema ticket ($6), the demographics,
              armies within recreations of historical      release dates, or the life of the product,
              battles and wars.                            since it is common for up to 90% of film
                                                           revenue to be generated from DVD and
            Even with this taxonomy, there are             video rather than cinema release.
            exclusions; a small number of games will
            be released every year that defy               The recent transfer of characters between
            categorisation. In addition, some games        computer game and cinema screen is
            fall into more than one category; for          evidence that computer games, once seen
            example, football manager games (where         as a minority interest, are increasingly an
            you buy, sell, select and position players)    established and powerful aspect of our
            arguably fall into the categories of           cultural landscape. Such transfer does not
            simulation, strategy and sports games.         always work; many of the game ‘brands’
            This classification also leaves out the        that have been turned into movies, such
            individual or multiplayer contrast, which is   as Resident Evil, Mario Brothers and Tomb
            making a real difference to how games can      Raider, have been poorly received by both
            be played.                                     critics and audiences. Similarly, most
                                                           attempts to produce ‘spin-off’ video
                                                           games based typically on summer
            2.2 THE PREVALENCE                             blockbuster movies have been poorly
            OF GAMES PLAY                                  received by critics and have failed
                                                           ultimately to sell in the volume that
            Statistics for game hardware and software      successful games titles now do.
            revenue and the volume of players indicate
            a major social and entertainment culture       That said, digital games are clearly an
            (though the actual ‘size’ of the mainstream    important part of most young people’s
            video game industry at present is open to      lives today. Recent figures suggest that
            interpretation). Industry commentators and     nearly 70% of children play computer
            digital game researchers often quote game      games every week, and mobile games
            statistics in relation to other media. For     play is increasingly common, with 68%
            example, Sony’s Playstation2 console           of children playing games on their phone
            launched in Japan in February 2000,            every week (Facer 2001). A growing body
            selling 980,000 units in its first weekend     of research points to games currently
            and thus becoming the biggest launch of        being the most frequently used ‘interactive
            any electronic consumer device in history      media’ amongst children. Beentjes (2001)
            (Poole 2000). There is also the oft-quoted     and Feierabend & Klingler (2001) showed
            observation that over the Christmas 1998       that playing games was the most
            period in the US, one videogame (Zelda:        prominent PC-related activity of children
            Ocarina of Time) grossed $160 million, far     between 6 and 13.
            exceeding the most popular cinema film

 8
2.3 WHY DO PEOPLE PLAY GAMES?                • 87% of most frequent computer and              for children to
                                               video game players said the number
Research on the motivations for games          one reason they play games is because          enjoy playing,
playing have been carried out by               it’s fun                                       the game must
researchers across a number of               • games are challenging (72%)
disciplines. One of the earliest, and most                                                    be neither too
                                             • games are an interactive social
cited, research works is by Thomas Malone
                                               experience that can be shared with
                                                                                              difficult nor
(Malone 1981) who identified three main
ways in which games were able to motivate      friends and family (42%)                       too hard
players: fantasy, challenge and curiosity.   • games provide a lot of entertainment
Other research confirms these findings;        value for the money (36%).
for example, in research using educational
software, Amory et al (1988) identified      Therefore, no clear consensus emerges on
curiosity (“what happens if I do this”)      the reasons why people play digital games.
as a common motive in playing a game.        This is unsurprising since the games
Presumably the fact that something does      themselves vary enormously and, as some
happen encourages players to proceed,        researchers point out, the individuality of
and the quality of what happens in terms     the player provides a sometimes complex
of user engagement is the factor that        set of reasons for game play. Poole (2000)
keeps them playing. The TEEM data            notes that:
suggests that degree of difficulty is
important here; for children to enjoy        “Videogames are powerful, but they are
playing, the game must be neither too        nothing without humans to play them. So
difficult nor too hard (McFarlane et         the inner life of videogames - how they
al 2002).                                    work - is bound up with the inner life of
                                             the player.”
A key concept that frequently emerges in
the literature is that of ‘flow’, first
discussed by Csikszentmihalyi (1990). This   2.4 CONCERNS AROUND
is summarised by several researchers as      COMPUTER GAMES PLAY
“the state in which we are so involved in
something that nothing else matters”,
which has clear relevance to research into   2.4.1 Games displacing
games and play. Debate on the issue of       other activities
‘flow’ centres around how the ‘state’ can
be created in an individual, and measuring   The impression of much of the mass-
how it might make a person more              media, and some research, is often of a
receptive to receiving, comprehending and    population of children playing video games
using educational-based content and skills   to the exclusion of all other activities. The
(we will go on to discuss in more detail     implication often being that time
how ‘flow’ might apply to the design of      traditionally dedicated to ‘better activities’
learning games in Section 4).                such as social play and physical
                                             recreation, is spent on anti-social,
A 2001 survey (ESA) produced four main       physically unhealthy and mentally numbing
reasons for gameplay, namely:                game playing, possibly leading to addictive

                                                                                                          9
SECTION 2

  GAMES CULTURES AND PLAY

      longitudinal    patterns of use. Though research is often       Gender differences in game players and
                      oriented towards ‘snapshot’ results as          the games they play have been
   research does      opposed to tracking game-players over           increasingly discussed across a range of
not show a long-      longer periods of time, longitudinal            research and media during the last
                      research does not show a long-term              decade, but clear conclusions remain
 term significant     significant commitment to games over            elusive. Circumstantial/informal evidence
  commitment to       other activities.                               points to a substantial proportion of
                                                                      players of video games being female. It is
      games over      Creasey’s study (1986) of American 9 to 16      difficult to identify any historical trends in
   other activities   year-olds shows an initial rise in game         gendered use of digital games, or how the
                      playing time at the expense of other            attitude of boys or girls towards games
                      leisure activities when such a medium is        change as children grow older. While
                      introduced, but this soon decreased. Some       games are no longer exclusively the
                      research evidence suggests younger              preserve of teenage boys, it is still the case
                      children (at primary or lower secondary         that the intense games players are more
                      levels) are more likely to play games           likely to be boys than girls, with figures
                      regularly than children in the upper years      varying between research reports
                      of secondary school (Facer 2001,                according to the criteria used. Girls may
                      McFarlane et al 2002). Durkin (1995)            play the same games as boys, but they
                      concludes that what appears to be               may play them differently (McFarlane et al
                      game-playing addictions are:                    2002). From an analysis of surveys
                                                                      Fromme (2003) hypothesises that girls
                      “…actually transient phases of excessive        generally lose interest in games as they
                      involvement rather than enduring                age and use PCs for other uses, while boys
                      dependencies from which the victim will         still use PCs primarily as games machines.
                      find it very difficult to escape.”              McFarlane (2002) surveyed English
                                                                      schoolchildren and discovered that:
                      (Marsh 2001) analysed the activities of a
                      sample of English families and discovered       “There is a tendency among girls to play
                      that 3 to 4 year-olds watched television for    games when they are bored or have
                      time periods far greater than involvement       nothing more interesting to do, whereas
                      in any other ‘leisure pursuit’, including the   boys are more likely to play games as a
                      playing of video games. Other studies           first choice activity.”
                      support this, such as a European
                      comparative study in 1997/1998 which
                      showed that people aged between 6 and 16        2.4.2 The effects of violence
                      spent on average 32 minutes per day             on game players
                      playing electronic games, but 136 minutes
                      watching television. Recent informal            The issue of violence within games is an
                      comment indicates an increasing                 important one, as it crucially affects the
                      awareness amongst the general public            acceptability of digital games in general
                      that games offer various forms of mental        and especially in the educational sector.
                      stimulation (BBC 2003), often in                Views on violence and game players are
                      comparison to a perceived ‘dumbing down’        often polarised and entrenched, even
                      in the content of television programmes.        amongst academic researchers.

  10
However, the reporting on this issue often     reviews, including a brief filed by 33
fails to distinguish between separate,         scholars with the US Court of Appeals
though related, issues:                        (Heins 2002).

1 Are games ‘violent’ (and what is defined     The longevity of the effects of violent video
  as ‘violent’), and different to violence     games on people, and especially children,
  demonstrated in other media such as          is questioned by several reviewers of the
  TV, cinema, comic books and literature?      literature in this area, eg Bensley (2000). It
2 Do ‘violent’ video games attract players     is pointed out that the nature of research
  who already possess violent behavioural      of this type is that results are collected
  attributes, or does the playing of           during or shortly after the experiment,
  ‘violent’ games make the games player        therefore not providing any data that can
  more aggressive, or facilitate the           indicate the long-term effects of violent
  transfer of violent acts from the game       content or conduct within games.
  into their own lives?
                                               Several researchers, such as Anderson
                                               and Dill (2000), note the increasing
                                                                                                it is highly
A large number of studies and
investigations have been carried out on the    ‘realism’ within video games and state           unlikely that the
                                               this as a reason for ongoing research
second issue (considerably less on the
                                               into any linkage between such media
                                                                                                issue of games
first) since the early 1980s. Much of this
work comes from psychology and                 and violent or aggressive behaviour.             and violence will
                                               A widely discussed example is in the
sociology, and focuses on the effects of
                                               game Grand Theft Auto III, where the
                                                                                                be ‘resolved’
games on younger schoolchildren in
particular. The classical stance on this       player is able to engage in sexual practices
issue takes one of two positions:              with a prostitute, then (in a separate act)
                                               kill her to retrieve the fee. Even with
1 The General Aggression Model, where          this example, there are proposals
  “violent media increase aggression by        that this might be used as a resource
  teaching observers how to aggress”           to stimulate classroom debate on
  (Anderson and Bushman 2001).                 morality within contemporary culture
                                               (Gillespie 2002).
2 The Catharsis Theory, where “video
  game playing may be a useful means of        In summary, it is highly unlikely that the
  coping with (or releasing) pent-up           issue of games and violence will be
  aggression” (Emes 1997).                     ‘resolved’ (it should also be noted that
                                               parallel debates surrounding other media
Reviews of the research and resulting          have existed for much longer). As well as
literature produces an unclear picture with    having vocal proponents on both sides, the
often contraditory conclusions on the          large amount of research (of varying
effects of violent games on people (Dill and   quality, and often fragmented or out of
Dill 1998; Griffiths 1999). The underlying     context) has failed to reach a consensus.
methods, results and conclusions of some       This is arguably because more reliable
studies which produced positive                research would require researchers to
correlations between violent games and         study significantly more players, to explore
behaviour have been questioned in several      other factors in violent behaviour and to

                                                                                                            11
SECTION 2

GAMES CULTURES AND PLAY

            examine cause-and-effect relationships         example of Tomb Raider, to assume a
            over long periods of time (years, instead      female persona or on the implications
            of days or even hours).                        for young male players of the dominant
                                                           models of male personality and
                                                           appearance represented in games
            2.4.3 Gender images                            such as Grand Theft Auto.

            In Bryce and Rutter’s (2002) key review of     Research into role-playing games,
            gender and gaming research it is noted         however, suggests that the question of
            that much of the discussion to date has        gender and character identification may
            focused around the content of the games,       not be quite so straightforward as earlier
            as opposed to deeper analysis of gender-       commentators suggested. In role-playing
            specific motivation to play games. In other    games where avatars are created by
            words, there is a focus on analysing the       players, for example, there seems to be a
            representations within a game, rather than     pattern that the first creations do indeed
            on the experience of playing. Predominant      mimic the player’s gender and age identity,
            in both mass-media coverage and                but that later characters play with gender,
            research, for example, is the character of     age, ethnicity and sexual orientation. This
            Lara Croft from the Tomb Raider series of      play with identity is widely believed to be so
            games. The focal point of debate is            common that experienced players do not
            whether Lara presents a positive role          assume an avatar reflects the player. In
            model or an unhelpful vision of the ‘perfect   recent research with 16 to 28 year-old
            woman’ (Kennedy 2002). Research in the         boys, they expressed no interest in young
            field that has looked across a number of       female avatars in the MMORPG (Massively
            different games, however, emphasises that      Multiplayer Online Role-Playing Game)
            there is “a general lack of female game        they were playing, assuming they would be
            characters, and the sexualised and             middle-aged men in reality (Burn et al
            stereotypical representations of those         2003). Bryce and Rutter conclude by
            included female characters” (Bryce and         arguing that:
            Rutter 2002a; Dietz 1998; Greenfield 1994;
            Kafai 1996; Kinder 1996).                      “It is apparent that gaming practices are
                                                           undergoing rapid social and technical
            In considering the appeal of characters,       changes and, at the same time, it is
            there are concerns that females are            noticeable that gendered perceptions of
            alienated if they do not have identities in    gaming are changing… this is not a
            the game they can relate to. This has led to   phenomenon unique to gaming and is
            crude attempts by the gaming industry to       consistent with the increased participation
            attract female game players, by producing      of females in other leisure activities.”
            both hardware and software that reinforces
            classical gender stereotypes, eg pink          Their conclusion is that gender relevance
            games consoles, or games based around          to games and gaming is a complex and
            dolls (Cassell and Jenkins 1998).              rapidly evolving issue, and effectively
                                                           needs to be researched within a wider
            In contrast, however, there is little debate   social context than that of the gaming
            on why males seem happy, as with the           experience alone.

12
SECTION 3

                                                                    GAMES AND LEARNING

3 GAMES AND LEARNING                            or development of capacity to operate
                                                within particular communities. Today,
3.1 LEARNING THEORIES                           however, many researchers would argue
                                                that these processes are not mutually
In order to understand the potential role of    exclusive, indeed, one particularly
mainstream games in supporting learning,        pragmatic researcher in the field of games
we need first to ask what we mean by            and learning argues that the model we
‘learning’. This is harder than it looks as     apply to learning should depend on what it
there are multiple and evolving definitions     is that we are trying to ensure people learn
of learning, with significant areas of          at any given time (Prensky 2001):
disagreement both as to what it means
to learn, and what forms of learning are        “It seems to me… that there is another way
valuable. The table below is adapted            of looking at all of this… and that is: ‘How
from Smith (1999) and defines key               do they learn what?’… We must fit the ‘how
‘battle lines’ in this debate.                  do people learn?’ question to ‘what it is
                                                they are learning?’ “ (p80/82)
These models view learning, as
alternatively a process which leads to          Given the state of the debate is seems
change in behaviour, change in ways of          clear that the potential roles and value of
thinking, achievement of personal potential     games in education will vary depending on

 Aspect             Behaviourist      Cognitivist          Humanist        Social and
                                                                           situational

 View of the        Changes           Process entirely A development       Interaction/
 learning           behaviour         in the head of    of personal        observation in
 process                              the learner (inc- potential          a group context,
                                      luding insight,                      akin to an
                                      information                          apprenticeship
                                      processing,
                                      memory,
                                      perception)

 Site of            External          Making connec-       Emotion,        Learning needs
 learning           resources and     tions in learner’s   attitude and    a relationship
                    tasks are what    head is what         thinking are    between people
                    matters           really matters       important       and environment

 Purpose            Produce           Develop capacity Become              Full participation
 in education       behavioural       and skills to    self-reliant,       in communities
                    change in         learn better     autonomous          of practice, ie
                    desired                                                you graduate
                    direction                                              from apprentice
                                                                           to craftsman

                                                                                                      13
SECTION 3

 GAMES AND LEARNING

                   who is learning what, where, and why.         from the structure of computer games and
                   With that caveat in mind, we now attempt      psychological theory rather than direct and
                   to summarise how researchers in this field    sustained empirical evidence. Recent
                   have described the role of mainstream         studies at Futurelab have raised some
                   games in supporting learning both in          questions as to whether children are in fact
                   school settings and as part of children’s     able to move from intuitive problem solving
                   leisure time.                                 in the game to an understanding of
                                                                 effective processes for identifying problems
                                                                 and generating hypotheses and solutions in
                   3.2 LEARNING WITH GAMES                       other contexts.
                   OUTSIDE SCHOOL
                                                                 Other research has identified that
                   In line with developments in learning         children’s use of computer games may play
                   theory, research that has examined            a significant role in developing effective use
                   children’s self-motivated computer games      of computer-mediated information
                   play sees their learning as a process of      resources. Mackereth (1998) for example,
                   participation in practice rather than a       argues that “there is evidence to suggest
                   process of acquisition of facts or            that familiarity with, and interest in, video
                   disconnected ‘pieces’ of information, ie      games can influence children’s confidence
                   ‘doing’ rather than ‘knowing’. This takes a   when using computers for more
                   variety of different forms.                   professional applications” and goes
                                                                 on to argue that children unfamiliar
                                                                 with video games:
                   3.2.1 Learning ‘competencies’
                                                                 “…may not develop the skills necessary
                                                                 to relate with electronic media, such as
                   Certain researchers have focused on
                                                                 dealing with dynamic visual change,
                   children’s interactions with individual
                                                                 parallel processing of multiple streams of
     games can     games in order to attempt to identify ‘what
                                                                 information and the ability to experiment in
                   children have learnt’ from playing. Since
    support the    games are often characterised by a trial-
                                                                 free-form, ill-defined problem domains.”
development of     and-error approach to overcoming
                                                                 Two studies of children’s use of computers
                   challenges or obstacles, commentators
logical thinking   have suggested that these games can
                                                                 in the home argue that children’s early
                                                                 interactions with computer games
   and problem     support the development of logical thinking
                                                                 encourage them to develop a playful
                   and problem solving skills (Inkpen et
  solving skills   al1995; Higgins 2000; Whitebread 1997).
                                                                 approach to computers (Downes 1998),
                                                                 which develops the expectation that ‘trial
                   Much of this research has focused on
                                                                 and error works’, and that linear
                   ‘strategy or adventure games’, which
                                                                 progressive models for using computers
                   encourage students in exploratory
                                                                 (such as those characterised by
                   quest-like scenarios with a high degree
                                                                 worksheets or computer manuals) are
                   of control over their progress (Malone
                                                                 often the least effective way of engaging
                   1983; Russell 1990).
                                                                 with computer-based technologies (Facer
                                                                 et al 2003). This could have implications for
                   To date, however, it could be argued that
                                                                 the way that children approach computer-
                   much of this research relies on inference

 14
based learning tasks, making it difficult to   number being developed and marketed as            games are often
integrate these with other resources or        a ‘social experience’ or ‘party game’.
activities. Massanari (1998) also records      Communication within games is becoming            a facilitator
teachers’ concern that gaming in schools       more complex; one prime example of this           to social, com-
may make it harder to engage children with     is Moto GP (Moto GP), an online (Xbox)
the computer as a tool in more                 motorbike racing game where, through a            munication and
conventional learning tasks.                   microphone, the players can communicate           peer activities
                                               with those bikers who are close by on the
                                               track. The emergence of role-playing and
3.2.2 Learning to learn – new                  online gaming as predominant genres adds
approaches to collaboration                    to this culture of playing, if not always
                                               physically together, then in communication
Research into the wider context of games       with others.
play indicates that, contrary to populist
media opinion, games are often a facilitator   Until recently, there were few attempts to
to social, communication and peer              understand how mainstream games
activities. This has always been the case;     generate motivation, engagement and,
in the early years of computer gaming,         arguably, learning experiences through the
a ‘playground culture’ of discussing,          discussions and collaborations generated
swapping, buying and selling games             between players. One specific game,
emerged.                                       A Tale in the Desert (ATITD) is attracting
                                               particular interest amongst the research
An early study (Greenfield 1984), for          community. Described as a ‘social
example, argued that half of all young         experiment’, it is an online game with no
people who spent time in video games           combat, only art, architecture and thought.
arcades weren’t actually playing games at      There is also no end point to the game; the
all - rather they were using the arcade as a   main underlying motivation to continue
social gathering space. Fromme (2003)          playing seems to be the social interaction.
describes several surveys indicating that
playing games with others is popular with      Perhaps surprisingly, this replacement of a
German children, while Tobin (1998) argued     defined end goal with social interaction is
that boys’ gaming was not simply a process     becoming an increasingly common theme
of ‘playing the game’ but embedded in          in games. The acclaimed Nintendo title
social interactions.                           Animal Crossing (AC) (named Animal
                                               Forest in the US) is set in a series of virtual
Examination of the culture, and marketing,     towns, where players earn money in order
of video games reveals a wealth of material    to pay off their mortgage and accumulate
available to support games cultures and        possessions. However, the game opens up
conversations. News and opinion on games       when the various communication systems
comes from a number of sources, including      are used, through which players can send
games magazines, websites and online           ‘post’ to each other (in the game), as well
forums, encouraging reading and                as mail items, swap access codes, and visit
discussion amongst game players. The play      each other’s towns and houses.
itself may also be social; many games have
a multiplayer option, with an increasing       Interactive communities often develop
                                               around mainstream games with or without

                                                                                                            15
SECTION 3

 GAMES AND LEARNING

                     developers’ encouragement, as enthusiasts      which images and words, sounds, music,
                     create websites, discussion boards and         movement and bodily sensations are
                     other communication environments to            factors, and their recognition and
                     exchange information, experiences and          production evidence of the learning of
                     even resources related to a game.              these emerging literacies. For Gee, video
                                                                    games are a family of semiotic domains
                     What these studies suggest is that one of      defined by the characteristics of specific
                     the more interesting relationships between     genres such as first-person shooters,
                     computer games and learning is not simply      fantasy role-playing games, real-time
                     the interaction between the player and the     strategy games and so on, although these
                     game; rather, through processes of             generic domains overlap just as they might
                     discussion, collaboration and reflection on    in certain branches of science. Such
                     games embedded in peer group cultures,         domains are also, Gee points out, far from
                     children are learning how to play, and         static objects defined only by their content,
                     perhaps learn, in collaboration with others    but rather they are predicated on lived,
                     (Williamson and Facer 2003).                   historically changing sets of distinctive
                                                                    social practices in which content is
                                                                    continually renegotiated and transformed.”
                     3.2.3 Learning to participate
                     in practice                                    Central to the argument about what video
                                                                    games offer to learning is Gee’s assertion
                     James Paul Gee’s recent book (Gee 2003)        that semiotic domains are shared by
                     ‘What Video Games can Teach us About           groups of people, described as ‘affinity
                     Learning and Literacy’, has excited debate     groups’, sharing knowledge, skills, tools
                     within games and learning forums. His key      and resources to form complex systems of
                     contention is that through informal games      interrelated parts. Within an affinity group,
                     play, children learn to participate in what    learners gain resources from fellow
                     he calls ‘semiotic domains’, which are         members that equip them to solve
                     shaped by children’s interaction with          problems within, and perhaps outside
                     games texts and with each other. Gee uses      of, the specific domain - and this is
                     the term ‘semiotic domain’ to mean a set       evidence of ‘active learning’. For Gee,
                     of things that can take on meaning, eg         however the crucial aspect of this
                     words, gestures or pictures, used to           practice is ‘critical learning’:
                     communicate distinctive types of meaning,
                     for example the specialist language used       “The learner needs to learn not only how to
                     by doctors or the way graffiti artists use     understand and produce meanings in a
          through    image. The following extract from a recent     particular semiotic domain that are
informal games       review of Gee’s book (Williamson 2003)         recognisable to those affiliated with the
                     highlights the key arguments:                  domain, but, in addition, how to think
   play, children                                                   about the domain at a ‘meta’ level…(and)
          learn to   “Gee begins by describing games as             how to produce meanings that, while
                     ‘multimodal texts’ (texts that mix words and   recognisable, are seen as somehow
   participate in    pictures) belonging to distinct ‘semiotic      novel or unpredictable.” (p23)
        ‘semiotic    domains’ that employ a range of strategies
                     contributing to new forms of literacy in       In other words, players must understand
        domains’                                                    what they are doing and develop their

 16
comprehension of both a game’s ‘internal       • active vs passive
design grammar’, or the ways in which its      • play vs work
content is presented, and its ‘external
design grammar’, or the ongoing social         • payoff vs patience
practices that determine the principles and    • fantasy vs reality
patterns through which members of the
                                               • technology as friend vs technology
domain recognise all the activities and
                                                 as foe.
practices which comprise it. Such systemic
thinking, Gee argues, allows players to
                                               These ten characteristics of new methods
think about and critique games as
                                               of learning could be explained as young
systems and designed spaces rather than
                                               people developing the ability to process
simply moment-by-moment playable
                                               information very quickly, determining what
environments. Such critical thinking is not                                                    playing computer
                                               is and is not of relevance to them; the
only absent in many schooling practices,
                                               ability to process information in parallel at   games is
but goes unnoticed in much appreciation of
                                               the same time from a range of different
what games can offer in terms of learning                                                      encouraging
                                               sources; the familiarity with exploring
(Williamson 2003).
                                               information in a non-linear fashion – ie by     young people to
                                               ‘jumping’ through a range of different
                                               information resources, creating links rather    learn in different
3.2.4 Games play and changing                  than following a ‘story’; the tendency to
expectations of learning
                                                                                               ways from those
                                               access information in the first instance
                                               through imagery and then use text to            valued in the
What is key to most research into games        clarify/expand and explore; familiarity with
and learning outside school, then, is a
                                                                                               school setting
                                               non-geographically bounded networks of
sense that playing computer games is           communication; a relaxed approach to
encouraging young people to learn in           ‘play’, viewing this as a valid activity and
different ways from those often in evidence,   conceptualising the computer as primarily
or explicitly valued, in the school setting    a ‘play tool’; expecting intrinsic reward for
(although it should be noted that much of      activities; and having a model of doing in
this research is often driven by a desire to   order to learn, rather than learning in
transform schools and sometimes paints a       order to do. Finally, these characteristics
pessimistic picture of current practices).     also include a relaxed acceptance of
Marc Prensky, a leading advocate of games      fantasy as a valid space of experience and a
for learning (or training) argues that young   view of technology as a friend they have
people today expect different approaches to    grown up with (Prensky 2001).
learning. The ‘new vs old’ tensions are
summarised as:                                 While we would wish to raise some notes of
                                               caution about any attempt to define an
• twitch speed vs conventional speed           entire generation of young people as having
• parallel processing vs linear processing     a shared set of expectations and practices,
                                               this attempt to theorise new approaches to
• graphics first vs text first                 learning raises some interesting questions
• random access vs step by step                about how we currently conduct formal
• connected vs standalone                      education in schools (Facer 2003a). In
                                               particular, Prensky’s theories and the

                                                                                                           17
SECTION 3

GAMES AND LEARNING

            research outlined in the preceding sections      tips and models of learning to other
            raises key questions around the role of play     children. Perhaps more than any other
            in learning, the ‘purpose’ of education, the     aspect, this reconceptualisation of children
            role of learning through activities perceived    as bearers of expertise, as capable of
            as intrinsically motivating to children, and     acting in the role of expert, raises serious
            the changing roles of children as learners.      questions about how we currently structure
                                                             learning experiences in schools.
            The identification of any games as a site for
            ‘playful’ learning is repeatedly emphasised
            through the research literature, sometimes       3.3 LEARNING WITH MAINSTREAM
            as an extreme opposition to children’s           GAMES IN SCHOOLS
            experiences in school:
                                                             While the majority of research discussed so
            “Games are… the most ancient and time-           far has been concerned with what and how
            honored (sic) vehicle for education. They        children learn in their informal playing of
            are the original educational technology, the     computer games, in recent years there
            natural one, having received the seal of         have been a number of studies of the use
            approval of natural selection. We don’t see      of mainstream computer games in schools,
            mother lions lecturing cubs at the               intended to explore whether these games
            chalkboard; we don’t see senior lions            can have any role in supporting current
            writing their memoirs for posterity. In light    educational objectives. Given the research
            of this, the question, ‘Can games have           above on the potential of games to support
            educational value?’ becomes absurd. It is        learning of competencies, collaboration
            not games but schools that are the               and participation in practice, however,
            newfangled notion, the untested fad, the         there are some significant tensions in
            violator of tradition. Game-playing is a vital   evidence when introducing mainstream
            educational function for any creature            games into the school setting.
            capable of learning.” (Crawford 1982)
                                                             Three recent studies in the UK attempted
            The notion of playful learning emphasises        to understand how mainstream games
            experiences such as experimentation,             could be used in school. Each included
            exploration, trial and error, imagination,       surveys of predominantly UK teachers
            roleplay, and simulation of experience           who had attempted, or wanted, to use
            suggesting that it might be possible to          mainstream games in the classroom
            develop environments for learning based          (Becta 2001; McFarlane et al 2002;
            on these activities.                             Kirriemuir 2002). The most frequently
                                                             encountered perceived or actual
            Finally, observing children’s play of            obstacles were:
            mainstream games in leisure time raises
            questions about the role we ascribe to           • it was difficult for teachers to identify
            children as learners in schools. The review        quickly how a particular game was
            of literature around children’s social games       relevant to some component of the
            play, for example, repeatedly highlights the       statutory curriculum, as well as the
            ways in which children take on the role of         accuracy and appropriateness of the
            teachers, providing advice, support, hints,        content within the game

18
SECTION 4

                                                       KEY ISSUES IN DEVELOPING
                                                            GAMES FOR LEARNING

• the difficulty in persuading other school    However, neither teachers nor parents
  stakeholders as to the potential/actual      were happy with the notion of playing
  educational benefits of computer games       games in lesson time since such skill
• the lack of time available to teachers to    development did not match the criteria
  familiarise themselves with the game,        assessed in high stakes national tests.
  and methods of producing the best
  results from its use
                                               4 KEY ISSUES IN DEVELOPING
• the amount of irrelevant content or
  functionality in a game which could not      GAMES FOR LEARNING
  be removed or ignored, thus wasting
  valuable lesson time.                        As far back as 1979, it was envisaged
                                               that the motivational aspects of digital
The key disadvantage with mainstream           games play might be used to support
games used ‘cold’ in the classroom was         the acquisition of knowledge outside
the amount of time taken for both the          the game itself. Some of the distinctions
student and teacher to orient themselves       between the resulting ‘learning games’
within the game. Squire (2003) describes       and ‘mainstream games’ are shown
several sessions where historical strategy     in Fig 1.
simulation games are used in a classroom,
showing the considerable effort needed by      There are two key themes common
the teaching staff to keep the students ‘on    to the development of games for
track’ within the game. This extra-topic       education, namely:
play may or may not be valuable to learning
generally but in either event the school       • the desire to harness the motivational
curriculum has clear boundaries and              power of games in order to ‘making
objectives related to high stakes assessment     learning fun’
– wandering beyond these boundaries is         • a belief that ‘learning through doing’ in
seen as wasting valuable time.                   games such as simulations, offers a
                                                 powerful learning tool.
It is not only extraneous content that takes
gaming outside the boundaries of the set       This section of the report will examine
curriculum. In the TEEM report (McFarlane      both these aspects of the design of games
et al 2002), teachers and parents              for learning, and ask whether they are
recognised that games play can support         well-founded objectives for design and        children take
valuable skill development such as:            development of digital game-based
                                               learning resources.                           on the role
• strategic thinking                                                                         of teachers,
• planning
                                               4.1 ‘MAKING LEARNING FUN’                     providing advice,
• communication
                                                                                             support, hints,
• application of numbers                       The central ethos of traditional
• negotiating skills                           ‘edutainment’ software has been to make       tips and models
                                               learning ‘fun’ although this is usually       of learning to
• group decision-making                        shorthand for the encouragement of
• data-handling.                               engagement. One strategy is to introduce      other children

                                                                                                           19
SECTION 4

  KEY ISSUES IN DEVELOPING
  GAMES FOR LEARNING

                      Mainstream digital games                    Learning-oriented games

                      • widely known as computer                  • historically known as ‘edutainment’,
                        and/or video games                          though negative associations with this
                                                                    word mean it is largely avoided by
                      • developed solely for fun for                contemporary games publishers
                        the user and to maximise profit
                        for the publisher                         • almost exclusively produced for the
                                                                    PC; very few titles for the Mac or
                      • typically developed for PCs and video       dedicated games consoles
                        games consoles. Contemporary titles
                        usually require the most powerful         • games are more simplistic, are
                        hardware currently available                produced in a range of formats, eg
    the debate on                                                   Flash, Shockwave, Java, Visual Basic
                      • increasingly developed in relatively
‘making learning        simplistic format for mobile              • most titles are designed for sole-user,
   fun’ also often      telephones                                  offline play.
    assumes that      • typically sophisticated in terms of       • development costs are typically a fraction
  children do not       graphics, interface and complexity;         of those of major pure digital games
                        production budgets similar to small
   enjoy learning       to medium sized film budgets              • not typically marketed to users,
                                                                    instead marketed mainly to parents
                      • marketed directly to games players          and teachers
                        as being fun and exciting, graphically
                        superb, the best game of its              • marketed as being accurate, relevant
                        particular genre                            to formal curriculum, developing
                                                                    specific skills/knowledge
                      • uses high review scores in games
                        magazines and tie-ins with other          • uses recommendations from teacher,
                        media as marketing aids                     parent and educational organisations
                                                                    as marketing aids

                     Fig 1: comparison between mainstream and ‘learning’ games

                     content into a game-like scenario by         and adventure. Children are attracted to
                     stealth. In theory this is an attractive     such activity easily and will quite willingly
                     arrangement (Ahuja 1994):                    go through a session, indeed, sometimes
                                                                  ask for it. A good example of this is the
                     “In conventional education, the learner      game Where in the World is Carmen
                     is usually aware of the objectives of the    San Diego, where the child learns history
                     activity he or she is engaged in. For        and geography in the process of being
                     children, such learning objectives often     a detective.”
                     have little meaning… In interactive
                     edutainment, on the other hand, the          Where in the World is Carmen San Diego
                     objective can be hidden while the activity   has indeed been a successful exemplar
                     appears driven by exploration, discovery     of this concept, focusing on providing

  20
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