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Educational Researcher
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From Content to Context: Videogames as Designed Experience

Kurt Squire

Educational Communications and Technology, Department of Curriculum and Instruction, University of Wisconsin, 554b TEB, 225 N. Mills Street, Madison, WI 53706; kdsquire{at}education.wisc.edu. His areas of special interest include situated learning theory, videogames, and videogame culture, with research focusing on the design of game-based learning environments

Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players’ understandings are developed through cycles of performance within the gameworlds, which instantiate particular theories of the world (ideological worlds). Players develop new identities both through game play and through the gaming communities in which these identities are enacted. Thus research that examines game-based learning needs to account for both kinds of interactions within the game-world and in broader social contexts. Examples from curriculum developed for Civilization III and Supercharged! show how games can communicate powerful ideas and open new identity trajectories for learners.

Educational Researcher, Vol. 35, No. 8, 19-29 (2006)
DOI: 10.3102/0013189X035008019


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R. D. Owston
Comments on Greenhow, Robelia, and Hughes: Digital Immersion, Teacher Learning, and Games
Educational Researcher, May 1, 2009; 38(4): 270 - 273.
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