That people learn from games is no longer in dispute (Egenfeldt-Nielsen, 2005; Prensky, 2006; Squire, 2003) whether or not it would be counted as education (see glossary) is a separate question. Nonetheless there is increasing interest in the use of this medium as an educational technology and it would seem that the fundamental design structure of at least some kinds of games are believed to lend themselves to use in this fashion. It has even been suggested that ‘good’ games already embody sound pedagogy in their designs despite the knowledge that that incorporation was not deliberate (Prensky, 2006; Becker, 2005d, 2005f, 2006d; Gee, 2003). In order to take advantage of those aspects of “good” games that are conducive to both high engagement and effective learning, these games must be studied. That is the impetus for the current research.
Games are distinct from all other digital and mass media. They share qualities with many other forms to be sure, but also have other qualities that set them apart (Egenfeldt-Nielsen 2004). While most, if not all of the qualities that make a computer game “good” (i.e. popular, engaging, entertaining, etc.) can also be found in other media, there have been few, if any, other entities that have captured the attention, time, and money of an entire generation the way games have. Given their popularity, it would seem reasonable to conclude that there is some thing or combination of things that make this medium distinct. In his seminal work on “intrinsic motivation”, Thomas Malone names four essential characteristics of good games: control, challenge, fantasy, and curiosity. (Malone, 1981, 1980a, 1980b)
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