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Eludamos: Journal for Computer Game Culture
Konstantin Mitgutsch's 2009 Eludamos article argues that Shadow of the Colossus produces a 'passionate' form of learning that existing digital game-based learning models fail to explain.
Konstantin Mitgutsch's 2009 article in Eludamos argues that Shadow of the Colossus produces a form of "passionate" learning that existing models of digital game-based learning fail to explain. Drawing on the ancient notion of learning through suffering, the author contrasts this experience with Marc Prensky's linear model, which emphasizes motivation and content. By the author's assessment, Shadow of the Colossus lacks the meaningful content and engaging environment that such a model would require, yet it still produces significant learning, leading the author to ask what can be learned through suffering in digital games and what kind of learning the passionate dimension of play makes possible.
The central claim rests on the Greek concept of pathos, meaning experience that affects and unsettles the learner, as opposed to logos-driven, rational instruction. The game's loneliness, failed expectations, and tragic victories force players into repeated confrontation with unexpected resistance, which in turn compels relearning and unlearning. The author supports this reading with qualitative player responses, including reviews by Tom C., Vaughn, Peterp, and Danny Webb, and with an illustrative account of a player crying after defeating a giant. The argument presents digital games as capable of supporting a circular, experience-driven pattern of learning.
The analysis is primarily theoretical and qualitative. It draws on a small set of player testimonies and on references to Prensky, Waldenfels, and Purgathofer's 2007 meta-review of the game's emotional and narrative design, rather than on empirical data, systematic sampling, or quantitative measures. Its scope is accordingly narrow, centering on a single game and on the experiential dimension of play, and its conclusions are best understood as a conceptual proposal for reconsidering how learning in games is theorized, not as a demonstrated empirical finding.
DiGRA · 2026