From Content to Context: Videogames as Designed Experience
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Abstract
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…
Citation impact
1,087
total citations
- FWCI
- 138.47
- Percentile
- 100%
- References
- 79
Citations per year
Authors
1Topics & keywords
Topics
Keywords
- Framing (construction)
- Entertainment
- Sociology
- Civilization
- Ideology
- Context (archaeology)
- Game studies
- Media studies
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