- I think that these tips are
5 weeks 6 days ago - Thanks for the insightful
6 weeks 2 hours ago - The Ten Commandments for
6 weeks 2 hours ago - Thanks for you comment--good
7 weeks 2 days ago - I think that this poem is
7 weeks 6 days ago - Thanks for the thoughts, but
8 weeks 21 hours ago - Reading this paper, and then
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9 weeks 19 hours ago - Thanks, Jim. I'm passing this
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9 weeks 1 day ago
Big "G" Games
A digital game is a play-based, well-designed, problem-solving experience meant to create motivation, engagement, and often creativity. Humans learn best from well-mentored, guided experience centered on interesting problems to solve, clear goals, copious feedback, and a relatively low cost for failure. This is what good games supply.
A digital game is a play-based, well-designed, problem-solving experience meant to create motivation, engagement, and often creativity. Humans learn best from well-mentored, guided experience centered on interesting problems to solve, clear goals, copious feedback, and a relatively low cost for failure. This is what good games supply.
Digital games can be virtual worlds, augmented reality, alternative reality, or collective intelligence in format. But the game itself—as a piece of digital media (or even transmedia)—is only part of the equation. People interact socially around games. They play them collaboratively or competitively, discuss them, read about them, consult strategy guides, share strategies, and “mod” (modify) them in various ways. These social interactions around a game—all the sorts of social interactions inside or outside a game that the game inspires, encourages, or enhances—is often call “the meta-game”.
Good game designers design games to enable good social interactions and they reflect on the possible positive synergies between the game and the meta-game. For example, Nintendo enabled kids to share Pokemon in their Pokemon games via a connection between their games devices to encourage social interactions around the games, interactions which can take on a life of their own.
Today, interest-driven, passion-fuelled, “affinity spaces” on the Internet are one crucially important part of the meta-game around games. These are sites where people with a shared passion for a game and its problems organize themselves to take the game further. Such affinity spaces are learning spaces where people of different ages and abilities mentor each other, develop and share expertise in various areas, and invite anyone with an interest in the game to learn more and possibly flame an interest into a passion. Affinity spaces engage with discussion, co-mentoring, tutoring, critique, reflection, “theory crafting” (explicating the technical underpinnings of the game as a rule system), modding, designing, writing, and relating the game and its problem-solving space to other interests and real world issues. Affinity spaces are well-designed, social learning spaces that can lead people to different forms of mastery which they can then share with others. They are a form of collective intelligence fueled by a game. They enable people to form a bond with others based on their shared affinity for a game, a bond that can transcend divisions based on age, race, class, gender, ability, or life experiences, while still recruiting the knowledge stored in each of these differences.
Good game designers design not games per se, but a system made up of a game, a meta-game (various and sundry social interactions around the game), and affinity spaces that organize the meta-game explicitly for learning and mastery.
Designers of games for impact (e.g., for learning, health, civic participation, training, etc.) think deeply about how to distribute different aspects of learning across the game, the meta-game, and associated affinity spaces. They design a whole integrated, interacting system made up of the three elements. This three-element, integrated, interacting system is what I (and others, such as David Shaffer) call the big “G” Game, to distinguish it from the game as a piece of digital media. Designers of games for impact are, in reality and at their best, designers of big “G” Games for impact.
Comments
Great post as always! I
Great post as always! I couldn't see a contact me, so I wanted to mention it here. Thank you so much for you continuous work in this field. I have just read "What Video Games have to Teach us About Learning and Literacy" and loved it. I wrote a literature review using yours and other's work I have been fascinated by all of this.
Prior to knowing that there was any research and work in the field of video games as teaching tools, I wrote: "The Physics of Video Games". Since I have discovered all of the work that has been done, especially by you, I plan on writing a second book going deeper into the teachings video games have to offer. I wanted to say thank you for inspiring me to push myself further. Your work drives me and has helped extend my abilities far beyond what I thought possible.
Dan
www.facebook.com/PhysicsofVideoGames
Thanks for your comment and
Thanks for your comment and good luck with the your second book.
I read about the identity
I read about the identity bridge that learner needs as an L2 learner. Now I can't find where I read this. Please help me.
See Lam, W. S. E. (2000). L2
See Lam, W. S. E. (2000). L2 literacy and the design of the self: A case study of a teenager writing on the Internet. TESOL Quarterly 34.3: 457-482 and Google her for more recent work.
The 4th Ed of my Social Linguistics and Literacies also discusses the issue.
See Lam, W. S. E. (2000). L2
See Lam, W. S. E. (2000). L2 literacy and the design of the self: A case study of a teenager writing on the Internet. TESOL Quarterly 34.3: 457-482 and Google her for more recent work.
The 4th Ed of my Social Linguistics and Literacies also discusses the issue.
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We have been discussing this
We have been discussing this same topic in my English class and I love how you connected learning to gaming. I believe games with various levels of difficulty are the most rewarding for kids. They have to strategize and problem solve in order to move on. In school, many teachers expect all their students to be on the same page, but we all know that is hardly true. Video games can be personalized to the individual, which I think lets the gamer feel more in control. The online “affinity spaces” you talked about is a great tool for kids to utilize. Being able to reach out and interact with others that may have the same problem as you or may have already beaten that level is a great way to learn socially. Interesting post!
Jordan
Great blog! I've been reading
Great blog! I've been reading you for hours now with an intense feeling we should meet for coffee... only we're just a few thousands of miles away.
How can I get in touch?
My email is the best way to
My email is the best way to reach me: james.gee@asu.edu
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A digital game is a
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Good game designers design
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