Monday, 14 January 2013

The Journey Begins



I am not a gamer.  I enjoy playing board games, cards and physical games, but I have never quite understood the allure of the digital game.  As a kid, the dark dungeon-like mall arcade seemed to me to be a place that boys hung out, and bad girls hoping to hook-up with those boys (no offence intended to any of you who were in that arcade crowd). Not a place for me.  I occasionally tried out the Pac Man game at the local Mac’s store, but usually I was more content to just suck on my slurpee and wait for my friends. 

All that being said, I now am entering the world of gaming through my engagement in a Masters Course in Educational Technology.  It is not the technology part of the course that I approach with trepidation; in fact, this is my area of specialty and I am confident in my understanding how educational technology can and should be used to support and enhance the educational experience of students, teachers and parents.  Gaming, however, is somewhat outside of my comfort zone and has not been something that I have used beyond basic practice of concepts (i.e. math fact games, spelling games) with my students. Thoughtful consideration of serious games has not been included in the instructional design of my units and lessons.

So it is now, with excitement and optimism, that I begin my journey of learning about what gaming is and how I can use it within my classroom, amongst my colleagues, and within my own home.  I figured my blog would be the best place for me to reflect on and share my experiences, as I move into, and through, this great new world.

I often wonder what it is about gaming that holds such an attraction for so many people, young and old.  I realize that it is about play, and play is critical for brain development at any age, but when I have attempted to game, I have realized a sense of frustration at how the game works and what I should do rather than a sense of joy or fun in the play.  As Squire (2011) suggests, games often don’t reveal their true depth until a few hours into the gaming experience.  By this time, many non-gamers have already walked away from the game, thus not realizing its appeal. Perhaps this is the case for myself; if I stick around long enough to really get familiarized with the nuances of the game, maybe I will experience the ‘hook’ that keeps me coming back for more.

I did try out a couple of games that were suggested references for this week’s course work.  The first, Food Force, I quite liked because it was a definition word game and I like any kind of game that focuses on fact recall or language.  It was also a very basic entry game; it gives the word and the player clicks on a basic definition.  With my novice gaming skills, I was able to handle that.  The second game I tried, Darfur is Dying, involved choosing a character to forage for water before being captured by the militia.  I attempted this several times, but couldn’t figure out the location of the water well and just pressed buttons in every direction with no strategic plan on how to win the game (frustrating).  Each time I was captured, and then the character fell to a horrific demise.   This was not an entertaining game, but it certainly does provide the player with some knowledge about the conditions in Darfur; the ultimate point of the game.

When I was reading the first chapter of Squire (2011), I have to admit that his description of such games as Sim City, World of Warcraft and Pirates peaked my interest, as the player engages within the gaming environment, making choices to solve problems as he/she works towards a final goal.  I think I’ll look into these and see if perhaps they might be a fit for the inner gamer in me.


References

Darfur is Dying [Browser Game] (2006), USC Interactive Media (Developer),Game Site: http://www.darfurisdying.com

Food Force (2005) Harrison, M. (Designer)[Windows] Deepend & Playerthree (Developer), United Nations World Food Programme (Publisher), Game Site: http://www.food-force.com

Squire,  K.  (2011).  Video  Games  and  Learning.  NY:  Teachers  College  Press