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What video games have to teach us about learning and literacy
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Source Computers in Entertainment (CIE) archive
Volume 1 ,  Issue 1  (October 2003) table of contents
COLUMN: Book synopsis-Books et. al. table of contents
Pages: 20 - 20  
Year of Publication: 2003
ISSN:1544-3574
Author
James Paul Gee  University of Wisconsin-Madison, Madison, WI
Publisher
ACM  New York, NY, USA
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ABSTRACT

Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their learning problems by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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