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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


 
     
examine cause-and-effect relationships over long periods of time (years, instead of days or even hours).


2.4.3 Gender images

In Bryce and Rutter’s (2002) key review of gender and gaming research it is noted that much of the discussion to date has focused around the content of the games, as opposed to deeper analysis of genderspecific motivation to play games. In other words, there is a focus on analysing the representations within a game, rather than on the experience of playing. Predominant in both mass-media coverage and research, for example, is the character of Lara Croft from the Tomb Raider series of games. The focal point of debate is whether Lara presents a positive role model or an unhelpful vision of the ‘perfect woman’ (Kennedy 2002). Research in the field that has looked across a number of different games, however, emphasises that there is “a general lack of female game characters, and the sexualised and stereotypical representations of those included female characters” (Bryce and Rutter 2002a; Dietz 1998; Greenfield 1994; Kafai 1996; Kinder 1996).

In considering the appeal of characters, there are concerns that females are alienated if they do not have identities in the game they can relate to. This has led to crude attempts by the gaming industry to attract female game players, by producing both hardware and software that reinforces classical gender stereotypes, eg pink games consoles, or games based around dolls (Cassell and Jenkins 1998).

In contrast, however, there is little debate on why males seem happy, as with the example of Tomb Raider, to assume a female persona or on the implications for young male players of the dominant models of male personality and appearance represented in games such as Grand Theft Auto.

Research into role-playing games, however, suggests that the question of gender and character identification may not be quite so straightforward as earlier commentators suggested. In role-playing games where avatars are created by players, for example, there seems to be a pattern that the first creations do indeed mimic the player’s gender and age identity, but that later characters play with gender, age, ethnicity and sexual orientation. This play with identity is widely believed to be so common that experienced players do not assume an avatar

 
  reflects the player. In recent research with 16 to 28 year-old boys, they expressed no interest in young female avatars in the MMORPG (Massively Multiplayer Online Role-Playing Game) they were playing, assuming they would be middle-aged men in reality (Burn et al 2003). Bryce and Rutter conclude by arguing that:

“It is apparent that gaming practices are undergoing rapid social and technical changes and, at the same time, it is noticeable that gendered perceptions of gaming are changing... this is not a phenomenon unique to gaming and is consistent with the increased participation of females in other leisure activities.”

Their conclusion is that gender relevance to games and gaming is a complex and rapidly evolving issue, and effectively needs to be researched within a wider social context than that of the gaming experience alone.


3  GAMES AND LEARNING

3.1 LEARNING THEORIES


In order to understand the potential role of mainstream games in supporting learning, we need first to ask what we mean by ‘learning’. This is harder than it looks as there are multiple and evolving definitions of learning, with significant areas of disagreement both as to what it means to learn, and what forms of learning are valuable. The table below is adapted from Smith (1999) and defines key ‘battle lines’ in this debate.

These models view learning, as alternatively a process which leads to change in behaviour, change in ways of thinking, achievement of personal potential or development of capacity to operate within particular communities. Today, however, many researchers would argue that these processes are not mutually exclusive, indeed, one particularly pragmatic researcher in the field of games and learning argues that the model we apply to learning should depend on what it is that we are trying to ensure people learn at any given time (Prensky 2001):

“It seems to me… that there is another way of looking at all of this... and that is: ‘How do they learn what?’... We must fit the ‘how do people learn?’ question to ‘what it is they are learning?’” (p80/82)

Given the state of the debate is seems clear that the potential roles and value of games in education will
       
Aspect Behaviourist Cognitivist Humanist Social and Situational
View of the learning process Changes behaviour Process entirely in the head of the learner (including insight, information processing, memory, perception) A development of personal potential Interaction/ observation in a group context, akin to an apprenticeship
Site of learning External resources and tasks are what matters Making connections in learner’s head is what really matters Emotion, attitude and thinking are important Learning needs a relationship between people and environment
Purpose in education Produce behavioural change in desired direction Develop capacity and skills to learn better Become self-reliant, autonomous Full participation in communities of practice, ie you graduate from apprentice to craftsman
   
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