Cited by 5,735Educational Games and GamificationDigital Games and MediaLiteracy, Media, and Education

What video games have to teach us about learning and literacy

Gee, James Paul·2003·Computers in Entertainment

Abstract

Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their learning problems by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.

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Crossref · 10.1145/950566.950595

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Authors
Gee, J. P.
Affiliations
University of Wisconsin–Madison (US)
Corresponding author
Gee, James Paul
Venue
Computers in Entertainment
Published
2003-10
Volume
1
Issue
1
Pages
20-20
ISSN
1544-3574 (ISSN-L)
OpenAlex
W4292952947
Cited by
5,735
References
12
Citations by year
2026: 332 · 2025: 384 · 2024: 360 · 2023: 385 · 2022: 335 · 2021: 390 · 2020: 366 · 2019: 353 · 2018: 268 · 2017: 258 · 2016: 260 · 2015: 325 · 2014: 226 · 2013: 262 · 2012: 241
FWCI
90.24
Type
journal article
Language
en
Open access
closed
Locations
Computers in entertainment (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Literacy, Media, and Education
Keywords
video games, game design, learning, literacy, game-based learning, game difficulty, player motivation, video game industry, serious games

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