Friday, November 14, 2008

Games, Other Media Forms, and Convergence

Games and other forms of media are converging. Sara de Freitas and Mark Griffiths (2008) review the literature on this trend to examine the ways games are converging with other media. These authors divide their discussion into three sections:
  1. Gaming and cinema;
  2. Gaming and the Internet; and
  3. Gaming and mobile devices.
The discussion begins with the convergence between games and films. Video sharing sites such as YouTube enable individuals to create the content. An emergent aspect of gaming, modding, Also, open-ended interactions are supported. While I question the interaction capabilities of YouTube and related sites (see Alex Juhasz's critique of YouTube for educational purposes here, here, and here for more information on this issue), de Freitas and her colleague contend that these two characteristics that are shared between games and the cinema are the links to educational uses of these resources. Machinima, which is becoming more widespread, is one example of the convergence between games and cinema. Gus Van Sant's movie, Elephant, is another in that he used a game-like filming of narrative to frame his story of the Columbine shooting.

Next, the authors note the convergence that's taking place between computer gaming and the Internet. This has trend has its roots in the early text-based worlds of MUDs and MOOs. In terms of educational possibilities associated with this movement, de Freitas and Griffiths claim that educational studies of digital games are in the nascent stages.

The final convergence category described by the authors is games and mobile devices, including mobile augmented reality (MAR). Mobile technologies are very popular, and some institutions are using mobile phones in particular to distribute course content. Further, work on technologies that will enable individuals to access virtual world such as Second Life via a mobile phone are underway. Based on this, it is likely that educators will soon be experimenting with the combination of course content delivery in SL via a mobile phone.

What do all three of these convergence trends have in common? According to de Freitas and her colleague, they place greater emphasis on the learner, provide more opportunities for horizontal learning (e.g., peer-to-peer learning per Wenger, 1998), and enable more social interaction among learners. This notion of learners as the producers of content (and not merely consumers) contradicts the thoughts of Jakob Nielsen (1993) who stated that users are not designers.

The study of games for educational purposes is relatively new. And, I would argue that even less work has been done to investigate the meaning of this convergence in terms of teaching and learning. This article by de Freitas and Griffiths provides a glimpse into this area of research that will hopefully expand rapidly, so educators will be able to take advantage of the possibilities associated with these blended virtual environments.

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