By Katie Salen Tekinbaş

In the numerous reviews of video games and younger people's use of them, little has been written approximately an total "ecology" of gaming, video game layout and play -- mapping the ways in which all of the quite a few parts, from coding to social practices to aesthetics, coexist within the online game global. This quantity appears at video games as structures during which younger clients take part, as avid gamers, manufacturers, and newcomers. The Ecology of Games (edited by way of Rules of Play writer Katie Salen) goals to extend upon and upload nuance to the talk over the worth of video games -- which to date has been vociferous yet overly polemical and strangely shallow. online game play is credited with fostering new sorts of social association and new methods of considering and interacting; the participants paintings to situate this inside a dynamic media ecology that has the participatory nature of gaming at its center. they appear on the ways that adolescence are empowered via their participation within the production, uptake, and revision of video games; emergent gaming literacies, together with modding, world-building, and studying tips on how to navigate a fancy method; and the way video games act as issues of departure for different kinds of data, literacy, and social organization.

ContributorsIan Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins

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In-Game, In-Room, In-World 45 Vignette 1—Cory the Expert as Just-in-Time Resource for Rachel the Novice This is the first of five vignettes that show ways that young people learn and teach together while playing video games. In this vignette, we describe Rachel (age 15) and her younger brother Cory (age 12). Among all the participants in the study, Rachel spent the least amount of time each week playing video games; she was not an avid player. Not only did she spend little time playing (compared to other kids in our study) but also the games she played were not chosen; they were given to her as gifts or purchased by her younger brother, Cory, who was an avid game player.

40. Shaffer, How Computer Games Help. 41. , Situated Language and Learning. Citation: Stevens, Reed, Tom Satwicz, and Laurie McCarthy. " The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 41–66. 041 Copyright: c 2008 Massachusetts Institute of Technology. 0 license. In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids’ Lives Reed Stevens University of Washington, LIFE Center, College of Education Tom Satwicz University of Georgia, Learning and Performance Support Laboratory Laurie McCarthy University of Washington, LIFE Center, College of Education Introduction One of the burning questions that people ask about video games, including most parents we’ve told about our study of young people playing video games in their homes, is whether playing these games affects kids’ lives when the machine is off.

For example, Wilensky and Reisman25 mention that a student building a model to understand how fireflies synchronized their light patterns found it useful to try to “think like” an individual firefly in the model. 32 The Ecology of Games Video games, under the right circumstances, may well be able to encourage (and actually help players to enact) an “attitude” or “stance” similar to the one taken by scientists studying complex systems. This stance involves a sort of “embodied empathy for a complex system” wherein a person seeks to enter imaginatively into a system, all the while seeing and thinking of it as a system, rather than as a group of local or random events.

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