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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

     
2 Can conventional computer games be used as a vehicle for formal learning, eg classroom-based curriculum related content delivery? 3 What components or features of conventional computer games can be taken and used in learning software or practice?

The key focus of this report is primarily on school age children, and the design of games (both for learning and for leisure) for children of these ages.


1.1 DEFINITIONS AND RESEARCH BASE FOR THE REPORT

There is a wide variety of definitions of digital games across the range of academic, internet and media writing. The terminology also varies between authors and over time, and is often interchangable. For example, the terms ‘computer game’ and ‘video game’ used to refer to PCbased games and console-based games respectively but are now used interchangeably.

For the purposes of this report, we will define a digital game as one that:

• provides some visual digital information or substance to one or more players

• takes some input from the players

• processes the input according to a set of programmed game rules

• alters the digital information provided to the players.


We will also define games as programmes that operate on the following platforms:

• hardware, known as video game consoles (examples being the Sony Playstation series, Microsoft Xbox and Nintendo GameCube), which are operated through a television

• personal computers

• mobile devices, eg phones and dedicated gaming machines such as the Nintendo GameBoy Advance.


Digital games will include those that are mass-market products developed for the leisure or education market, including those with cross-over potential.

Niche digital gaming media, such as watch or LCD panel-based games, are outwith the scope of this report since at present they are somewhat ephemeral and simplistic.


1.2 RESEARCH ISSUES AND CREDIBILITY

There are three key issues surrounding research into games and learning that require acknowledgement.

Games and publication cycles

The time taken for peer reviewed articles to reach publication often means that games described as ‘current’ may be somewhat out of date compared with current market practices. This is not to say that this research has no lessons to offer developers and teachers, simply that it is important to supplement conventional academic research with research from other sources, while at the same time recognising that these alternative sources are not subject to
  the same degree of peer-reviewed scrutiny as academic publications.

Games as an interdisciplinary subject

Games have been a subject for research in a wide range of different fields, including computer science, media and cultural studies, psychology, education, physics and youth studies. For anyone interested in games and learning, then, there are two challenges: first, to locate all the research across all these areas and second, to overcome the sometimes confusing overlap and difference in terminology used in respect of games across these different research fields.

Games researchers as ‘defenders’ of games

Given the many social concerns around computer games, many researchers in this field find it necessary to defend computer games against attacks. Those reading the research need to adopt a balanced perspective towards accounts that can sometimes be read as a ‘celebration’ of games in the face of sustained social criticism. Additionally, readers need to beware of a tendency for some researchers to generalise from personal experience and to be cautious of accounts that attempt to describe ‘typical games players’.





2  GAMES CULTURES AND PLAY

2.1 CATEGORISING GAMES


As games have become more complex in terms of graphics, complexity, interaction and narrative, so a variety of genres have increasingly 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. Such categorisations are discussed in Orwant (2000), who also illustrates the system employed by Herz (1997) which closely resembles that used by many in the contemporary games industry.

The Herz system presents these major categories:

• action games - these can be subcategorised into shooting games, ‘platform’ games (so called because the players’ characters move between onscreen platforms) and other types of games that are reaction-based

• adventure games - in most adventure games, the player solves a number of logic puzzles (with no time constraints) in order to progress through some described virtual world

• fighting games - these involve fighting computer-controlled characters, or those controlled by other players

• puzzle games - such as Tetris

• role-playing games - where the human players assume the characteristics of some person or creature type, eg elf or wizard

• simulations - where the player has to succeed within some simplified


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