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Productive Play: Participation and Learning in Digital Game Environments
Productive Play: Participation and Learning in Digital Game Environments
4, 2007
Abstract
Although there is considerable interest in the idea of using games
for learning, success in this area has proven elusive. Clearly it is
challenging to take established curricula developed for other media
types and attempt to t them into open-ended game contexts
where content is secondary to experience. Digital games are very
eective for learning, but they represent a type of productive play
that does not t neatly within established educational paradigms.
Furthermore, play and learning take on new dimensions within the
context of an increasingly participatory culture that blurs traditional
boundaries between producers and consumers, as well as teachers
and learners.
To overlook play as a critical component of the human experience is to miss an opportunity to leverage an inherent
human capability for learning that is also a drive rooted
in basic survival strategies. Sutton-Smith underscores his
belief that play is a fundamental human need with the
supposition that the opposite of play is not work, its
depression [3]. Play is not an optional leisure activity,
but a biological imperative that supports our cognitive and
emotional well being, occupying an important role in our
development as humans. As Dibbell puts it, play is to the
21st century what steam was to the 20th century [4]. In
other words, play is a productive phenomenon and as such,
a harnessable resource: play can be explicitly leveraged for
production, as in the case where South African childrens
play on a merry-go-round has been harnessed to pump
water [5], or in the case of the ESP game (Fig. 1) in which
players volunteer to provide meta-tagging services for images by playing a web-based game [6]. Play also serves as a
motivating force, but it is most powerfully an apparatus for
allowing experimentation outside of limitations of physical
practicality or other opportunity barriers, e.g. the diculty of training for natural disasters, that arise from needing to develop competency in an area that is highly dependent on experiences that are not frequently encountered.
Harnessing the human predilection to play and learn from
both real and virtual experience may be a necessity within
contexts where relevant and directly applicable activity, a
mainstay of the adult learning process [7], is missing. Play,
and games in particular, can create an authentic learning
Key Words
Learning, education, digital games, participatory culture, participation, play
1. Introduction
The movement associated with videogames for learning has
evolved uncomfortably from a category called edutainment to one called serious games, both terms that are
clearly rather awkward oxymorons, reecting an inherent
tension in the way we view play and its possibilities for
learning. Yet attention to such a basic human (and indeed,
animal) activity as play cannot be trivialized, despite our
collective and seemingly pervasive discomfort with the notion that play is fundamentally antithetical to work. This
has led us to a point where we are both fascinated and
frightened by the possibilities of using games, and there
Figure 1. The ESP game (http://www.espgame.org) matches anonymous players and creates a game environment in which
they are challenged to agree on words that might describe an image. This data is subsequently used to create a repository of
image meta-data, an invaluable tool for image searching. Taboo words are words that have been agreed upon by players in
previous game sessions.
Figure 2. The web-based game, September 12th, encourages players to think about terrorism from a novel perspective.
a doctor who has played a virus may continue to have the
ability to think like one, simply by recalling the experience
of shifting to that point of view.
evolving into more fully illustrated examples of a participatory culture (e.g. 2, 2630) that was heretofore only suspected. Along with this perspective has come an increased
awareness that the issues and opportunities surrounding
media cannot be understood using old paradigms. Games,
particularly co-created online game worlds, are especially
problematic because it is impossible to read them simply
as texts; the experience of playing a game is co-produced
and continuously negotiated between developer and player:
The particularity of games as media texts rests on the fact
that they cannot be only read or watched but they must
be played. Thus, the creative involvement of the player
becomes a fundamental feature of any game [27].
As a media form, therefore, games can only be understood within the panorama of an increasingly participatory
media culture:
3. Play as Participation
While it seems intuitive that there must be a way to co-opt
the enthusiastic engagement and motivation for learning
that is readily apparent when one observes videogame play,
the formula for widespread success has remained out of
reach. Part of the problem is that the appeal of multimedia, including videogames, has often been emphasized
relative to the sophisticated graphics and fast pace of the
images [19, 20], a perspective rooted in notions of media spectatorship. However, the appeal of videogames to
people of all ages is more about the interaction(s) created
around the game than the game itself; indeed, some researchers consider games to not be inherently interactive
at all [21]; it is the player(s) who create(s) the interaction.
The idea of player-driven interaction being key to engagement and learning [22, 23] underscores the importance of
framing the appeal of videogames and interactive media
within a larger conversation that considers the movement
away from passive, spectator-oriented understandings of
both education and media. There has been a shift from
didactic, teaching-oriented approaches in education to constructivist models that acknowledge the need for the active
participation of the learner in the process of learning. A
similar evolution has occurred in media studies, where reactionary models like encoding/decoding [24] that sought
to outline an unbalanced, hegemonic relationship between
media producers and consumers, gave way to an empirically based acknowledgment of the variety of uses and gratications [25] employed by media consumers, and are now
Figure 3. A screenshot from the World of Warcraft -based machinima lm called /dance. Players choreograph actual game
play scenes into short narratives or music videos that they then distribute on shared video sites like YouTube.
References
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Biography
Lisa Galarneau is a doctoral
candidate in New Zealands University of Waikato Screen and
Media Studies department and
a researcher in the Universitys
post-graduate games research lab.
Leveraging previous academic
work in education and sociocultural anthropology, as well as
extensive professional experience
in online learning design and development, her research is looking
at social learning associated with virtual worlds. In addition, she is an award-winning new media producer and
is currently contracted at Microsoft Games User Research
while nalizing her dissertation, due for completion in late
2007.