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REPORT 8
Literature Review in Games and Learning

John Kirriemuir, Ceangal
Angela McFarlane, Graduate School of Education, University of Bristol
 


       

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research intro

literature reviews


attempts to
generalise the
effect of games
or gaming may
be unhelpful
     
EXECUTIVE SUMMARY

AIMS


This review provides:

• a summary of the contemporary state of the computer and video gaming industry, market and culture

• an overview of the main developments in research into gaming and the educational relevance of video games, and a summary of the literature resulting from this research

• a basis for communication between the educational research community and the commercial sector on the subject of the use of games technologies in the design of learning resources

• a basis for discussion within educational communities on the use of digital games within educational settings.



CONTEXT

Computer games are a growing part of our culture; the global market is worth billions of dollars, related activities range from published magazines to spontaneous internet communities, and the impact of games play on young people has attracted significant interest from the popular media. Three quarters of children play regularly – is this harmful or beneficial, are they learning as they play, and if so what? This review considers the findings of research into the relationship between games and players, and the theoretical and actual implications for learning.

The research evidence is complex, and thinly spread. The study of computer games, or game players, cannot be mapped onto one research discipline. Relevant areas of study include, but are not limited to computer science, education, psychology, youth and media and cultural studies. As a result, aspects of investigation into games and game players can ‘straddle’ several different academic disciplines.

As games have become more complex in terms of graphics, complexity, interaction and narrative, so a variety of genres have come to dominate the market. There is, however, no standard categorisation of such games; different stakeholders in the games industry eg game outlets, developers, academics, web review sites, use a taxonomy appropriate to their own audience. Nonetheless the differences between genres, and even between games within one genre, differentiate the way they are played, and their potential to support learning. Thus attempts to generalise the effect of games or gaming may be unhelpful.

Perhaps as a result of the diversity and complexity of games themselves, and the range of perspectives taken by researchers, there are few hard and fast findings in the literature. In order to better understand games and game play, and how they contribute to learning, it may be necessary to distinguish more clearly the nature of gaming and the nature of learning and the learner.


GAMES AND GAMERS

Researchers and commentators have attempted to understand the lure of computer games. This has been characterised as a combination of
  fantasy, challenge and curiosity, and a level of engagement described as ‘flow’ where players become oblivious to distractions. Concern has been expressed that this leads to a neglect of other activities, often assumed to be automatically more worthy. Other authors see games play as inherently valuable, leading to a development of a range of skills and competences that may transfer to other social and work-related uses of digital technologies.

The debate around violence and gaming is as yet unresolved. There are two perspectives; that games increase aggression or that games provide a release for pent-up aggression. In all likelihood both are legitimate conclusions, and the outcomes varies with game and player.

Gender is a common subject of games related research, focusing mainly on the image of females within games, or the role of gender in influencing games play. There are few clear outcomes, but the proportion of gamers who are female seems to be growing and this may be related to the increase in social gaming through on and offline multiplayer options.


GAMES AND EDUCATION

Research into the use of mainstream games in education is relatively novel, but growing rapidly. Research is mainly concerned with the development of related competences and literacies during game play, or the role of games in the formation of learning communities either while gaming or related to game play. Use of mainstream games in schools remains rare, and is unlikely to be integrated into the curriculum. Reasons for this include:

• it is difficult for teachers to identify quickly how a particular game is relevant to some component of the statutory curriculum, as well as the accuracy and appropriateness of the content within the game

• the difficulty in persuading other school stakeholders as to the potential/actual educational benefits of computer games

• the lack of time available to teachers to familiarise themselves with the game, and methods of producing the best results from its use

• the amount of irrelevant content or functionality in a game which could not be removed or ignored, thus wasting valuable lesson time.


Nonetheless, teachers and parents recognised that games play can support valuable skill development, such as:

• strategic thinking

• planning

• communication

• application of numbers

• negotiating skills

• group decision-making

• data-handling.


Significantly the experience of game play seems to be affecting learners’ expectations of learning activities. Preferred tasks are fast, active and exploratory, with information supplied in multiple forms in parallel. Traditional school-based learning may not meet these demands.

... next page
      the experience
of game play
seems to
be affecting
learners’
expectations
of learning
activities

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