Digital Play, Ludology, and the Future of Educational Games PROCEEDINGS
Royce Kimmons, The University of Texas, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Orlando, Florida, USA ISBN 978-1-880094-83-9 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
Those interested in education and educational research have continually been drawn to the potential value of digital games for improving aspects of teaching and learning. However, the development path that the digital game genre has followed in culture and society may heavily rely upon certain assumptions about human behavior which are not conducive to current understandings of good teaching and effective learning. As such, this paper will argue that rather than merely repurposing the game genre to educational ends, it behooves us as educators to reformulate our understanding of digital games and game-like tools in a manner which rests firmly upon current and emergent theories of learning.
Kimmons, R. (2010). Digital Play, Ludology, and the Future of Educational Games. In J. Sanchez & K. Zhang (Eds.), Proceedings of E-Learn 2010--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 171-179). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 15, 2018 from https://www.learntechlib.org/primary/p/35528/.
© 2010 Association for the Advancement of Computing in Education (AACE)
- Aarseth, E.J. (1997). Cybertext: Perspectives on Ergodic Literature. The Johns Hopkins University Press.
- Bowen, K. (2004). Hall of Fame. GameSpy. Retrieved April 17, 2010, from http://archive.gamespy.com/legacy/halloffame/spaceinvaders.shtm Cavalli, E. (2008). World of Warcraft Hits 11.5 Million Users. Wired.com. Retrieved April 17, 2010, from http://www.wired.com/gamelife/2008/12/world-of-warc-1/
- Crawford, C. (1996). The Art of Computer Game Design. Retrieved April 17, 2010, from http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.htmlCurrent,M.(2010).AHistoryofAtari/AtariGames/AtariHoldings.RetrievedApril17,2010,fromhttp://mcurrent.name/atarihistory/atari.html #AWarnerCo
- Doering, A. (2007). Adventure learning: Situating learning in an authentic context. Innovate-Journal of Online Education, 3(6).
- Doering, A., & Miller, C. (2009). Online Learning Revisited: Adventure Learning 2.0. In G. Siemens& C. Fulford (Eds.), World Conference on Educational Multimedia, Hypermedia and Telecommunications 2009 (pp. 1227-1233). Honolulu, HI, USA: AACE.
- Dormans, J. (2006). The World is Yours: Intertextual Irony and Second Level Reading Strategies in Grand Theft Auto. Retrieved April 2, 2010, from http://game-research.com/index.php/articles/the-worldis-yours-intertextual-irony-and-second-level-reading-strategies-in-grand-theft-auto/
- Egenfeldt-Nielsen, S. (2006). Understanding the educational potential of commercial computer games through activity and narratives. Retrieved April 2, 2010, from http://gameresearch.com/index.php/articles/understanding-the-educational-potential-of-commercial DASHDASH
- Frasca, G. (2003). Simulation versus narrative. In Video/Game/Theory. Routledge.
- Frasca, G. (1999). Ludology Meets Narratology: Similitude and differences between (video)games and narrative. Parnasso, 3. Retrieved from http://www.ludology.org/articles/ludology.htm
- Frasca, G. (2003). Ludologists love stories, too: notes from a debate that never took place. In Proceedings of the Digital Games Research Conference 2003.
- Fulton, S. (2008). The History of Atari: 1971-1977. Gamasutra. Retrieved April 17, 2010, from http://www.gamasutra.com/view/feature/2000/the_history_of_atari_19711977.php?page=9 Galaga-Wikipedia. (2010). Wikipedia-the Free Encyclopedia. Retrieved April 17, 2010, from http://en.wikipedia.org/wiki/Galaga
- Gee, J.P. (2003). What videogames have to teach us about learning and literacy. Comput. Entertain., 1(1), 20-20. Doi:10.1145/950566.950595GoNorth!(2009)..RetrievedApril 27, 2010, from http://www.polarhusky.com/ Jenkins, H. (2003). Game Design as Narrative Architecture. In First Person. New Media as Story, Performance, and Game. MIT Press. Retrieved from http://www.electronicbookreview.com/thread/firstperson/lazzi-fair
- Juul, J. (2005). Half-Real: VideoGames between Real Rules and Fictional Worlds (illustrated edition.). The MIT Press.
- Kirriemuir, J., & McFarlane, A. (2004). Literature review in games and learning.
- Lawrence, D. (2010). Behaviourist Game Design. Robotic Shed. Retrieved April 2, 2010, from http://mylarx.wordpress.com/2010/02/24/behaviourist-game-design/ Liu, M., Toprac, P., & Yuen, T. (2008). What Factors Make a Multimedia Learning Environment Engaging: A Case Study. In Cognitive Effects of Multimedia Learning. Retrieved from http://books.google.com/books?hl=en&lr=&id=LIqPjAxthCkC&oi=fnd&pg=PT15&dq=toprac+li
- Mateas, M. (2002). Interactive drama, art and artificial intelligence. Citeseer.
- Morrison, C. (2007). Casual gaming worth $2.25 billion, and growing fast. VentureBeat. Retrieved April 17, 2010, from http://venturebeat.com/2007/10/29/casual-gaming-worth-225-billion-and-growingfast/
- NPD Market Share Numbers for Game Consoles. (2009). TGDaily. Retrieved April 17, 2010, from http://www.tgdaily.com/slideshows/index.php?s=200902131 & P=2
- PlayStation. (2010). Wikipedia, the free encyclopedia. Retrieved April 17, 2010, from http://en.wikipedia.org/wiki/PlayStation#cite_note-1 Prensky, M. (2001). Digital natives, digital immigrants. On the horizon, 9(5), 1–6.
- Ryan, M. (2002). Ludology vs. Narratology? A critical investigation of the aesthetic properties of digital media. In Web-based seminar contents for the course offered at the IT University of Copenhagen.
- Schell, J. (2010). Design Outside the Box. DICE 2010. Retrieved from http://g4tv.com/videos/44277/dice2010-design-outside-the-box-presentation/
- Smith, J.H. (2006). The Forgotten Medium. Retrieved April 2, 2010, from http://gameresearch.com/index.php/articles/the-forgotten-medium/
- Squire, K. (2002). Cultural framing of computer/video games. The International Journal of Computer Game Research, 2(1). Retrieved from http://gamestudies.org/0102/squire/?ref=HadiZayifla.Com
- Squire, K. (2003). Videogames in education. Int. J. Intell. Games& Simulation, 2(1), 49–62.
- Taylor, A., Thompson, D., & Washburn, S. (1982). Pac-Man Finally Meets His Match. TIME. Retrieved from http://www.time.com/time/magazine/article/0,9171,923197,00.html
- Turner, B., & Nutt, C. (2003). Nintendo FAMICOM: 20 Years of Fun. GameSpy. Retrieved April 17, 2010, from http://archive.gamespy.com/articles/july03/famicom/index3.shtml(cid:1)
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact firstname.lastname@example.org.