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Gaming Literacies: A Game Design Study in Action - MIT

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<strong>Gam<strong>in</strong>g</strong> <strong>Literacies</strong>: A <strong>Game</strong> <strong>Design</strong> <strong>Study</strong> <strong>in</strong> <strong>Action</strong> 309<br />

players participate <strong>in</strong> the robust knowledge networks that constitute the<br />

ecology of games. So while <strong>Game</strong>star Mechanic relies on production as a<br />

primary basis for play, it simultaneously supports other literacies as well, <strong>in</strong>clud<strong>in</strong>g<br />

read<strong>in</strong>g and writ<strong>in</strong>g, critical th<strong>in</strong>k<strong>in</strong>g, problem solv<strong>in</strong>g, negotiation<br />

of complex social and material economies, and technology-associated literacies<br />

like computer programm<strong>in</strong>g. Production is therefore not the only mode<br />

of participation, but just one of many ways <strong>in</strong> which players engage.<br />

Engagement is, first and foremost, a way <strong>in</strong>to learn<strong>in</strong>g, as the many<br />

champions of games and education are quick to rem<strong>in</strong>d us. But beyond develop<strong>in</strong>g<br />

<strong>Game</strong>star Mechanic as an experience engag<strong>in</strong>g young people <strong>in</strong><br />

the practice of game design, we are also keenly aware of the need to use<br />

game design itself as a potential strategy for young people to meet their own<br />

social objectives. If we argue that production can be empower<strong>in</strong>g (and there<br />

is a lot of data suggest<strong>in</strong>g this to be the case) then we most certa<strong>in</strong>ly need<br />

to try and explore the specific ways <strong>in</strong> which <strong>Game</strong>star Mechanic can support<br />

not only game production but also the production of knowledge, attitudes,<br />

relationships, and skills. It is paramount to ask how the deployment<br />

of what is produced, be it a game or game artifact, supports what is learned<br />

and ga<strong>in</strong>ed more generally. Sometimes the mak<strong>in</strong>g of the game itself is of<br />

less importance than the deployment and use of that game by others (Pelletier,<br />

2006). Here is where the idea of situated learn<strong>in</strong>g aga<strong>in</strong> comes <strong>in</strong>, for<br />

the uptake and revision of what is made by a community of players is part<br />

of the k<strong>in</strong>ds of literacies we hope to produce. Situated learn<strong>in</strong>g is<br />

“…constituted by immersion <strong>in</strong> mean<strong>in</strong>gful practices with<strong>in</strong> a<br />

community of learners who are capable of play<strong>in</strong>g multiple and<br />

different roles based on their backgrounds and experiences. The<br />

community must <strong>in</strong>clude experts, that is people who have mastered<br />

certa<strong>in</strong> practices. M<strong>in</strong>imally, it must <strong>in</strong>clude expert novices, that<br />

is people who are experts at learn<strong>in</strong>g new doma<strong>in</strong>s <strong>in</strong> some depth.<br />

Such experts can guide learners, serv<strong>in</strong>g as mentors and designers<br />

of their learn<strong>in</strong>g processes.” (New London Group, 2000, p. 33)<br />

By embedd<strong>in</strong>g game mak<strong>in</strong>g activities with<strong>in</strong> a robust social community<br />

<strong>Game</strong>star Mechanic hopes to leverage the expertise not only of the game<br />

designers who have impr<strong>in</strong>ted their knowledge on the design of the experience<br />

itself, but that of other players. Much of the play of the game takes<br />

place <strong>in</strong> the exchange and critique of games by the community of players.<br />

Players advance toward membership <strong>in</strong> the Council of Master Mechanics<br />

by earn<strong>in</strong>g better than average rat<strong>in</strong>gs on the games they make. <strong>Game</strong>s are<br />

reviewed both by other players and by members of the Council itself. The<br />

narrative conceit of the Council allows teachers who may be work<strong>in</strong>g with

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