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Distilling the key insights…
The conceptual conflation of simulation and imitation has historically obscured the mechanisms through which digital games facilitate learning. While traditional simulation relies on abstract, detached button-pressing that prioritizes representational fidelity, modern motion-capture and gestural interfaces enable mimetic play. This shift moves gameplay from an "as if" experience toward a "just like" engagement, where the boundaries between digital play and real-world practice become increasingly porous. By applying actor-network theory, it becomes clear that these technologies redefine embodied competence by prioritizing experiential verisimilitude over mere informational accuracy.
This evolution in interface design transforms the role of the player from a passive observer of a simulated system into an active participant in performative practice. Mimetic controllers function as a doorway, allowing users to develop authentic, real-world competencies through kinesthetic and haptic interaction. Unlike traditional simulation, which seeks to bridge the gap between propositional knowledge and action, imitation-based play fosters affective connections to tasks by requiring the player to embody specific roles. This performative approach to game design offers a more productive framework for understanding agency and knowledge acquisition within a networked society.
The scope of this analysis encompasses the intersection of game studies, educational theory, and physical education, focusing on the technological trajectory of motion-based interfaces. By moving beyond the limitations of screen-based simulation, educators and designers can leverage mimetic play to create more transformative learning experiences. Ultimately, the integration of embodied, gestural interaction into digital environments facilitates a more inclusive and effective model for skill acquisition, suggesting that the future of educational technology lies in the deliberate design of interfaces that mirror the physical requirements of authentic, real-world practice.
European Conference on Games Based Learning (ECGBL) · 2026