What is a game?
January 23, 2008
Games, simulations, simulation games, serious games; all terms that are used with varying degrees of understanding and precision to describe activities in eLearning. So it seems essential that I get to grips with them. I started with the intention of finding an answer to the question – What is the essence that makes a game distinct from a simulation?I chose five authors or research teams on the basis that each has surveyed a range of other papers and came up with a list of up to six characteristics:
Competitive, interactive, bound by rules, specified goals, depend on skill and often involve chance, imaginary settings (Randel et al(1992)
Rules, goals and objectives, outcomes and feedback, challenge/conflict, interaction, story or representation (Prensky 2001)
Imaginary worlds, rules and goals, sensory stimuli, challenge, mystery, and control (Garris et al 2002)
Defined by the author or assumed by the reader to be a game, has goals, interactive, is rewarding i.e. Has feedback (Vogel et al 2006)
Players take on roles or make decisions, obstacles to progress, rules, predetermined goal(s) and artifical nature (Sauve et al 2007)
One thing that most of these characteristics have in common is that they could also be defining life at work. Take Sauve’s criteria for example; a majority of people at work nowadays are given role descriptions by the HR Department rather than job descriptions, work follows rules and involves overcoming numerous obstacles to achieve the objectives of the organisation or department, and one might even suggest that people recognise the artificial nature of work when they talk of their ‘work/life balance’.Perhaps the characteristic that is most ‘game’like’ relates to the imaginary world within which the game is played. And perhaps the other aspect, hinted at in ‘defined by the author’, is the purpose of the activity. If its main purpose is to have fun then perhaps it is a game; if its main purpose is learning, or competing in the market place, then even if fun is involved, it is not a game. By contrast, their definitions of simulation seemed somewhat simplistic. They were generally regarded as systems, representing the real world, with inputs related to outputs but without necessarily having goals. It was interesting to notice that the lists of features that supposedly define simulations have virtually none of the features listed for games. Yet characteristics such as the existence of rules and goals, interactivity, challenges in one form or another, and feedback on outcomes, are all essential aspects of effective simulations. Even a ‘story’ is usually present as part of the context-setting, whether it is an airline flight deck crew flying their simulator to Hong Kong, or a group of managers tackling the ‘beer game’.Clark Aldrich (2005) simplifies the situation by linking simulation and gaming with pedagogy, stating that in an educational experience there are elements of all three, in different proportions depending on the situation.Perhaps the real question concerns why we are interested in games and simulations. At a time when many teachers find it hard to interest their students, they look enviously at games that seem to engage their students with total involvement, often for long periods of time. And they wonder if they could transfer the magic ingredient to the learning situation and see their charges engrossed in their school or college subjects with the same commitment they show to their games.Is the real question – what motivates people to learn? That is the subject of another blog. References Aldrich, Clark (2005) Learning by Doing, John Wiley (Pfeiffer) San Francisco, CA Garris R, Ahlers R, and Driskel JE (2002) Games, Motivation, and Learning: A Research and Practice Model Simulation & Gaming 33(4) 441-467Prensky M (2005) Digital Game Based Learning, McGraw-Hill Randel JM, Morris BA, Wetzel CD, and Whitehill BV (1992) The Effectiveness of Games for Educational Purposes: A Review of Recent Research Simulation & Gaming 23(3) 261-276Sauve L, Renaud L, Kaufman D, Marquis J S,(2007) Distinguishing between games and simulations: A Systematic review. Educational Technology & Society, 10(3), 247-256Vogel JJ, Vogel DS, Cannon-Bowers J, bowers CA, Muse K, Wright M (2006) Computer Gaming and Interactive Simulations for learning: A Meta-analysis. J Educational Computing Research 34(3) 229-243
January 23, 2008 at 5:03 pm
The name issue, at least to me, seems pretty unsolveable at this point. Different audiences like different names.
Here are some thoughts: http://clarkaldrich.blogspot.com/2007/09/commentary-what-name-is-better-serious.html
January 28, 2008 at 8:31 am
Thanks for those useful comments. I agree that it’s not important as long as people agree on what they are talking about when using any particular term. From my own perspective it was part of the learning process, and a more relevant question concerns the relationship between games and the motivation to learn,, especially in different age groups and different sectors.
February 4, 2008 at 10:47 am
Interesting post!
I did my MA on computer games, and in the field of game studies / ludology there are a number of definitions that might be of interest to you. Juul [2003] would be a good place to start. He’s a widely acclaimed ‘ludologist’ (theorist of game studies), and he also includes definitions from other significant scholars. Pay particular attention to Roger Caillois (for an in-depth analysis of the relationships between play and games), Sutton Smith (life-long scholar of play), and Johan Huizinga (classic analysis of the relationships between play and culture more broadly). Finally two that I haven’t read myself but which are also highly recommended, Katie Salen & Eric Zimmerman (widely cited video game designers and scholars), and John Paul Gee (video games and learning).
All of these are top-notch reads, but they’re also all quite involved books so might be far too much information! On the off chance that you are interested in taking this further, I think you might be able to find some of them in the university library.
You might also find something relevant in The Journal of Simulation and Gaming (http://sag.sagepub.com/) to which I think the university provides an electronic subscription.
References:
Caillois, Roger. “Man, play, and games”. The Free Press, Glencoe, New York, 1961 (1958)
Gee, J. P. (2003). “What Video Games Have to Teach Us About Learning and Literacy”. Palgrave Macmillan.
Huizinga, Johan. “Homo Ludens – a study of the play element in culture”. The Beacon Press, Boston, 1950 (1944).
Juul, Jesper. “The Game, the Player, the World: Looking for a Heart of Gameness”
http://www.jesperjuul.net/text/gameplayerworld/
Salen, Katie & Zimmerman, Eric. “Rules of Play – Game Design Fundamentals”. MIT Press, Cambridge, 2003.
Sutton-Smith, Brian. “The Ambiguity of Play”. Cambridge, MA: Harvard University Press, 1997.
February 4, 2008 at 10:49 am
I just came across a reference for Gee in the ACM which you can access from university. It looks like a 4 page summary of his book! I’m going to read it myself now, but it does sound like it might be useful for you too,
http://doi.acm.org/10.1145/950566.950595
@article{950595,
author = {James Paul Gee},
title = {What video games have to teach us about learning and literacy},
journal = {Comput. Entertain.},
volume = {1},
number = {1},
year = {2003},
issn = {1544-3574},
pages = {20–20},
doi = {http://doi.acm.org/10.1145/950566.950595},
publisher = {ACM},
address = {New York, NY, USA},
}
February 7, 2008 at 6:27 am
Thanks for that. I already had the Gee article but the comments on Ludology are particularly interesting.
February 8, 2008 at 3:26 pm
http://www.minkhollow.ca/KB/PhD/Thesis07/doku.php?id=thesis:summary
“The Invention of Good Games: Understanding Learning Design in Commercial Video Games”
February 9, 2008 at 12:23 pm
There’s now a PDF of Becker’s thesis available,
http://www.minkhollow.ca/KB/PhD/becker_thesis.pdf
Although it looks very interesting for my PhD too I’m unlikely to be able to read it for a few more months, so if you do take a good look at it and happen to write up a summary or your thoughts (which is great a practice to get into) then it would be really useful if you’d post them here, or even just email them to me
February 13, 2008 at 8:27 pm
I thought this might be useful for you too, I just received it on a mailing list I’m on about games research. You should plan to present something there, the timing would be ideal!
—
2nd European Conference on Games Based Learning
The Hotel Silken Diagonal Barcelona, Barcelona, Spain
16-17 October 2008
Call for Papers, Workshops and Tutorials
Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. One such new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The Conference offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings. Papers can cover various issues and aspects of GBL in education and training: technology and implementation issues associated with the development of GBL; use of mobile and MMOGs for learning; pedagogical issues associated with GBL; social and ethical issues in GBL; GBL best cases and practices, and other related aspects. We are particularly interested in empirical research that addresses whether GBL enhances learning. This Conference provides a forum for discussion, collaboration and intellectual exchange for all those interested in any of these fields of research or practice.
The conference committee welcomes both academic and practitioner papers on a wide range of topics and a wide range of scholarly approaches including theoretical and empirical papers employing qualitative, quantitative and critical methods. Action research, case studies and research in practice are welcomed approaches. Work-in-progress, panel discussion, proposals for workshops and tutorials are also welcome. Possible topics include, but are not limited to:- Technology: Innovative games-based learning technologies, applications, tools and environments; Use of mobile games for learning; Technology for massively multiplayer online games (MMOGs) for learning; Implementation issues associated with games-based learning. Pedagogy: Learning and instructional theory for games-based learning; “Serious” games; Role playing; Assessment in games-based learning; Evaluation of games-based learning; Use of narrative and storytelling; Use of audio; Case studies and best practices in the use of games-based learning; Future of games-based learning. Social and Ethical Issues: Social and collaborative aspects of games-based learning; Political education using games; Gender, age, cultural and violence issues; Ethical issues; Organisational issues associated with the implementation of GBL in education and training;
Submission details
Abstract details: The Abstract should be a minimum of 300 and no more than 500 words including up to five keywords and keyphrases to be received by 27 March 2008. Please read the abstract guidelines
Submission: Via the online submission form. Please ensure that all required fields are completed. Abstracts must include the proposed title for the paper, the full names first name and surname, not initials); postal addresses and email addresses of all authors and a telephone number for at least one contact author. Please indicate clearly if the contact author is not the lead author.
Full paper: Only required when the abstract has been selected and not to be more than 5,000 words including abstract, keywords and references (the Harvard referencing rules need to be followed). Submission date will be no later than 15 May 2008. Papers should be submitted as .doc or .rtf file attachments by email to the conference manager, Elaine Hayne.
Important information
* The selection panel of the conference committee will consider all abstracts received by the submission deadline to ensure that the proposed paper is relevant to the Conference.
* The authors of abstracts that describe a relevant paper will receive a notification of abstract selection.
* All full papers will be double-blind reviewed by members of the conference committee to ensure an adequate standard, that the proposed subject of their abstract has been followed, that the paper is of a suitable length, the standard of English is adequate and the paper is appropriately referenced.
* For authors whose first language is not English we request that you have your work proof read prior to submission by a native English speaker (or at least a fluent English speaker). Papers can be rejected due to a poor standard of English.
* Papers that are accepted will be published in the conference proceedings providing at least one author registers and presents the work at the Conference (see the registration section of the conference website for more information about registration).
* Due to the large number of papers expected for this conference, the committee only allows an author to present one paper. Therefore if multiple papers are accepted for presentation different co-authors need to present each paper. Author registrations must be completed by 11 September 2008.
Important dates
Abstract submission deadline: 27 March 2008
Notification of abstract acceptance: 3 April 2008
Full paper due for review: 15 May 2008
Notification of paper acceptance (with any changes): 24 July 2008
Earlybird registration closes: 7 August 2008
Final paper due: 21 August 2008
Final author registration date: 11 September 2008
http://www.academic-conferences.org/ecgbl/ecgbl2008/ecgbl08-call-papers.htm