In fulfillment of the requirements for EDUC 5863
Doing Things With Video Games
Following the ‘media ecology’ mode of looking at games in Bogost’s text (intro), and using the frames and models provided in Doing Things with Videogames, closely analyze a video/digital game, a game series, or set of closely-related games (genre) to explore what the game does, and how it does what it does. You may also speculate (using Bogost’s framework, or your own) on what and how players might be ‘learning’, explicitly or incidentally, through game play – and ‘learning’, here, in the broadest sense of the word, including critical literacy and/or uncritical consumption of dominant norms.
Consider key lenses from the text like interactive processes, ‘procedural’ mechanics, procedural rhetoric, game ‘ideology’, incidental learning, aesthetics, and formal properties associated with player roles, identities, ranges of action/behaviour, representation and social uses and contexts, etc).
Part of my goals from this course include looking at current games that are used in an educational context to help students with their learning, especially in mathematics. Because many of these games are so terribly designed with respect to student engagement and achievement, I do not want to choose any of these games to explore within Bogost’s frames and models. I think with the evolution of educational gaming, these frames and models can become more intentional and more effective at bridging the gap between what games afford and what learning outcomes are expected.
Recently, I have been playing a significant number of match-style games, where Candy Crush helped spawn games like Marvel Puzzle Quest and Royal Match. The basic premise of the game includes a game space with coloured tiles, where a tile can be swapped with an adjacent tile so that a match is made. Examples of matches include 3 identical tiles in a row or a square of 4 identical tiles. The objective of the game is either to complete a collection of tasks in a certain amount of time, total moves, or point total. Despite these types of games having more of a ludic nature because of the strict adherence to the puzzle structure, these games incorporate many playful elements to engage the player in ways that extend beyond the switching of tiles. As Caillois would propose, these games focus on alea (chance) so that the player must consider a strategic sequence of moves that would maximize the chance for success to complete each level.
With reference to Bogost, however, what do match-style games do? Because there are so many iterations of this style and limitless possibilities for contexts, developers have a lot of creative freedom to include artistic elements in the design. Marvel Puzzle Quest allows for players to choose the costumes/outfits for their characters, based on a variety of art styles connected to the original comic book artwork. Branding occurs quite often in Marvel Puzzle Quest, where specific characters’ powers adhere to the original storyline and where players can immerse in the intersection of puzzle gaming and the comic book context. For example, Storm’s Lightning Strike power destroys multiple random tiles on the game board, Multimodal literacies that combine text, sound, images, video, and animation immerse the player in a situation where the player’s choices affect the outcome of these modes. This immersive experience provides a space where players’ agency is not externally manifested, but maintained and expressed within the game.
Image taken from DeviantArt
What is the player learning? Lankshear and Noble discuss the nature of discourses, which are socially recognized ways of using language (reading, writing, speaking, listening), gestures and other semiotics (images, sounds, graphics, signs, codes), as well as ways of thinking, believing, feeling, valuing, acting/doing and interacting in relation to people and things, such that we can be identified and recognized as being a member of a socially meaningful group, or as playing a socially meaningful role. Video games allow a player to become immersed in a community that agrees to the boundaries of that game. Players learn to adhere to those boundaries (characters, settings, narrative, conflicts), vocabulary (language, symbols, codes), and processes as they grow in their immersion to the discourse. The player learns how to judge themselves to become situated in systems, similar to students’ discernment for immersion into the school system.
Related to Nolan & McBride’s Rhetorics of Play, players learn how to progress through levelled skill-based challenges from practice to mastery; players, through comparing with other players or a high score, understand hierarchical power inscribed by the game; and players learn about and claim their identity as they attribute value to their performance. Players also learn about the other rhetorics of fate, frivolity, self, and imagination when engaging in commercial gaming; however, a school program that does not embrace these rhetorics within its explicit and hidden curricula is dissonant with what players expect in a game. What can educators and resource developers learn from commercial game designers to allow for these rhetorics to become more explicit? In what ways can Marvel Puzzle Quest and Royal Match’s engaging gameplays be used to foster opportunities for learning?
Bogost, I. (2011). How to Do Things with Videogames. Minneapolis: University of Minnesota Press.
Caillois, R. (2001). Man, play and games. University Of Illinois Press ; Wantage. 9-10.
Cope, B., & Kalantzis, M. (2009). A grammar of multimodality. The International Journal of Learning, 16(2), 361-423.
Knobel and Lankshear on the New Literacies - New Learning Online. (n.d.). Newlearningonline.com. https://newlearningonline.com/literacies/chapter-2/knobel-and-lankshear-on-the-new-literacies
Nolan, J., & McBride, M. (2014). Beyond gamification: Reconceptualizing game-based learning in early childhood environments. Information, Communication & Society.