James Paul Gee’s focus in “Deep Learning Properties of Good
Digital Games” is to examine the properties of entertainment digital games that
encourage learning, relating both to skills development and commitment to the
game. He argues that digital games are actually problem-solving spaces that
encourage learning, but these games cannot be used for learning if certain
properties are not present. He then discusses these properties, some of which
are discussed below.
Gee argues that gaming is about problem solving and that
players can become emotionally and personally committed to their goals for the
game. He connects this to learning by referencing research that suggests people
learn more when they have an emotional attachment or something is at stake for
them.
Gee explains that emergent properties are the rule-like
properties in games that players can control or use as they choose. This relates to one property Gee
discusses about microcontrol. When players are able to microcontrol one or more
property in a game, they not only gain power, but then the game also becomes a
potential space for players to embody.
But in order for a game to be conducive for learning by
experience, Gee argues it must have the right conditions. Some of these
conditions include being structured by specific goals, allowing for immediate
feedback so users can assess their errors/expectations, and the need to apply
experiences to other situations.
Although learning can often come from experience, Gee argues
that can be too concrete. He says that games can act as models that bridge
concrete and abstract ideas. Models, he says, “are basic to human play” (73).
Another property Gee lays out are “effectivity-affordances,”
which are what make games more than “eye candy.” He explains an affordance is a
feature of the game that allows for action, while the effectivity is the action
that can actually happen. He uses an example from WoW in which some animals can be skinned for their leather, but
only certain people have the skill to skin animals. (Some animals cannot be
skinned so they are not an affordance, and some players do not have that skill
so they lack the effectivity to do so.)
Lastly, Gee argues that games that encourage learning allow
for multiple trajectories for a player; this means the player can choose
different options and make different decisions that will alter their journey
through the game, giving it personal meaning.
Gee explains that all of these properties together can
create “powerful experiences that compete with experiences in the real world
precisely because experiences in the real world, at their best—when we humans
feel control, agency, deep learning, mastery—meet these properties” (78).
There was something that Gee mentioned in his conclusion
that I was also concerned about while reading: it’d be nice if there were more games
that promoted “good” learning that weren’t army or warrior-based. (Because if
these are the real world experiences that good games are creating, I’m not sure
how they can transfer to daily problem solving my students must do.)
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