1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperDigital Games Research Association
Distilling the key insights…
The integration of video games into formal education requires a rigorous, interdisciplinary framework that moves beyond viewing games as inherently neutral learning tools. By expanding the established Aarseth and Calleja cybermedia model, educators can better evaluate the pedagogical potential of digital titles through a lens that accounts for institutional constraints, political economy, and environmental materiality. This approach shifts the focus from the game itself to the complex, emergent relationship between ludic mechanics, narrative content, and the specific classroom environment where learning occurs.
Central to this framework is the distinction between teaching with games as instructional aids and teaching about games as objects of critical inquiry. By introducing dimensions such as institutional frames, human agents, and interferences, the model enables teachers to identify ideological biases and logistical hurdles before implementation. Practical applications involving titles like The Walking Dead, Frostpunk, and Survive the Century demonstrate that games often contain embedded ethical and political perspectives that must be navigated carefully. These case studies highlight that the educational value of a game is not fixed but is instead contingent upon the educator’s ability to critically assess how game components interact within the constraints of a school setting.
Ultimately, this structured heuristic serves as a planning guide for navigating the intersection of game studies and critical media literacy. By accounting for the material and systemic realities of the classroom, educators can mitigate risks associated with implicit biases while maximizing the potential for ethical reasoning and deep engagement. This methodology provides a comprehensive template for practitioners to evaluate, select, and integrate digital media in a way that aligns with specific learning objectives while maintaining a critical awareness of the broader production and consumption contexts of the games themselves.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026