Abstract
Since their inception, computer and video games have both fascinated and caused great fear in the politicians, educators, academics, and the public at large. In the United States, this fear and fascination goes back to the early 1980s, when Ronald Reagan extolled the virtues of games to create a generation of highly skilled cold war warriors, while U.S. Surgeon General C. Everett Koop proclaimed games among the top health risks facing Americans. To be sure, such extreme cultural reactions to technological and cultural innovations are hardly new; mid twentieth-century critics feared that television watchers would become addicted to television, never leaving their homes, and critics before them feared that film would pervert viewers.
In educational and social science discourse, the reactions to new technologies, including digital gaming technologies, have been equally excessive. Some advocates of digital game-based learning imply that developing educational games is a moral imperative, as kids of the "videogame generation" do not respond to traditional instruction (See Katz, 2000; Prensky, 2001). Other educators, such as Eugene Provenzo (1991; 1992) worry that games are inculcating children with hyper competitive or warped sexual values. Looking at the range of values and powers that educators ascribe to games, games begin to look a bit like a Rorschach test of educators� attitudes toward modern social, technological, and media change, rather than an emerging and maturing entertainment medium. Indeed, similar statements were made about the potential for radio, film, television, and desktop computers to revolutionize learning, yet the overhead projector continues as the most pervasive piece of technology in most classrooms (Cuban, 1986).
The recent enthusiasm for educational gaming directs researchers, politicians, game developers and the public toward some important, overlooked issues. What are people learning about academic subjects playing games such as SimCity, Civilization, Tropico, or SimEarth? Might games be used in formal learning environments? This essay argues that these are critical questions to game studies, and educational studies, particularly work in the learning sciences, and offers some important practical and theoretical traditions that games studies can draw upon as it matures as a field.
Users
Please
log in to take part in the discussion (add own reviews or comments).