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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



 
     
recreation of a place or situation eg mayor of a city, controlling financial outlay and building works

• sports games

• strategy games - such as commanding armies within recreations of historical battles and wars.

Even with this taxonomy, there are exclusions; a small number of games will be released every year that defy categorisation. In addition, some games fall into more than one category; for example, football manager games (where you buy, sell, select and position players) arguably fall into the categories of simulation, strategy and sports games. This classification also leaves out the individual or multiplayer contrast, which is making a real difference to how games can be played.


2.2 THE PREVALENCE OF GAMES PLAY

Statistics for game hardware and software revenue and the volume of players indicate a major social and entertainment culture (though the actual ‘size’ of the mainstream video game industry at present is open to interpretation). Industry commentators and digital game researchers often quote game statistics in relation to other media. For example, Sony’s Playstation2 console launched in Japan in February 2000, selling 980,000 units in its first weekend and thus becoming the biggest launch of any electronic consumer device in history (Poole 2000). There is also the oft-quoted observation that over the Christmas 1998 period in the US, one videogame (Zelda: Ocarina of Time) grossed $160 million, far exceeding the most popular cinema film (A Bug’s Life). However, such simplistic comparisons are increasingly questioned; for example, the aforementioned comparison does not take into account the cost of the game ($50) against that of the cinema ticket ($6), the demographics, release dates, or the life of the product, since it is common for up to 90% of film revenue to be generated from DVD and video rather than cinema release.

The recent transfer of characters between computer game and cinema screen is evidence that computer games, once seen as a minority interest, are increasingly an established and powerful aspect of our cultural landscape. Such transfer does not always work; many of the game ‘brands’ that have been turned into movies, such as Resident Evil, Mario Brothers and Tomb Raider, have been poorly received by both critics and audiences. Similarly, most attempts to produce ‘spin-off’ video games based typically on summer blockbuster movies have been poorly received by critics and have failed ultimately to sell in the volume that successful games titles now do.

That said, digital games are clearly an important part of most young people’s lives today. Recent figures suggest that nearly 70% of children play computer games every week, and mobile games play is increasingly common, with 68% of children playing games on their phone every week (Facer 2001). A growing body of research points to games currently being the most frequently used ‘interactive media’ amongst children. Beentjes (2001) and Feierabend & Klingler (2001) showed that playing games was the most prominent PC-related activity of children between 6 and 13.
  2.3 WHY DO PEOPLE PLAY GAMES?

Research on the motivations for games playing have been carried out by researchers across a number of disciplines. One of the earliest, and most cited, research works is by Thomas Malone (Malone 1981) who identified three main ways in which games were able to motivate players: fantasy, challenge and curiosity. Other research confirms these findings; for example, in research using educational software, Amory et al (1988) identified curiosity (“what happens if I do this”) as a common motive in playing a game. Presumably the fact that something does happen encourages players to proceed, and the quality of what happens in terms of user engagement is the factor that keeps them playing. The TEEM data suggests that degree of difficulty is important here; for children to enjoy playing, the game must be neither too difficult nor too hard (McFarlane et al 2002).

A key concept that frequently emerges in the literature is that of ‘flow’, first discussed by Csikszentmihalyi (1990). This is summarised by several researchers as “the state in which we are so involved in something that nothing else matters”, which has clear relevance to research into games and play. Debate on the issue of ‘flow’ centres around how the ‘state’ can be created in an individual, and measuring how it might make a person more receptive to receiving, comprehending and using educational-based content and skills (we will go on to discuss in more detail how ‘flow’ might apply to the design of learning games in Section 4).

A 2001 survey (ESA) produced four main reasons for gameplay, namely:

• 87% of most frequent computer and video game players said the number one reason they play games is because it’s fun

• games are challenging (72%)

• games are an interactive social experience that can be shared with friends and family (42%)

• games provide a lot of entertainment value for the money (36%).


Therefore, no clear consensus emerges on the reasons why people play digital games. This is unsurprising since the games themselves vary enormously and, as some researchers point out, the individuality of the player provides a sometimes complex set of reasons for game play. Poole (2000) notes that:

“Videogames are powerful, but they are nothing without humans to play them. So the inner life of videogames - how they work - is bound up with the inner life of the player.”


2.4 CONCERNS AROUND COMPUTER GAMES PLAY

2.4.1 Games displacing other activities


The impression of much of the massmedia, and some research, is often of a population of children playing video games to the exclusion of all other activities. The implication often being that time traditionally dedicated to ‘better activities’ such as social play and physical recreation, is spent on anti-social,

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      for children to
enjoy playing,
the game must
be neither too
difficult nor
too hard

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