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DiGRA
Distilling the key insights…
Linderoth's paper challenges the widely held assumption that well-designed games are inherently good learning environments. Drawing on the ecological approach to perception and learning, the author argues that game designers can create experiences in which players perform complex tasks and perceive relevant affordances without developing the corresponding skills. Good game design, on this view, does not automatically produce good learning. The argument is positioned against James Paul Gee's claim that good games teach, a claim the author finds supported mainly by anecdote rather than systematic evidence.
The paper's central empirical grounding is interaction analysis of two players, an eight-year-old and a 36-year-old, playing LEGO Indiana Jones 2. The analysis treats gameplay as a cycle of exploratory and performatory actions shaped by affordances. Several design features, including highlighting, vision modes, and point-of-interest markers, take over much of the exploratory work that players would otherwise perform, while the collection of tools, character changes, and repeated grinding continually introduce new affordances that reshape how players engage with the game world. Drawing on Gibson's concept of tools, the author interprets these features as mechanisms through which players can advance using instruments, much as one might use a calculator without learning arithmetic. The examples are presented as illustrative rather than as an exhaustive taxonomy of design patterns.
The analysis extends to a broader range of commercial titles, including Travian, World of Warcraft, Borderlands, and Mario Kart, where micro-sales systems, character development, equipment upgrades, and temporary power-ups structure progression. In many such games, advancement is built into the system and can be achieved with minimal skill acquisition. The author concludes that Gee's characterization of games as inherently demanding learning environments may be overstated and that the relationship between game design and learning should be treated as an open empirical question. The paper also contrasts gaming with domains such as instrumental music and surgery, where mastery demands sustained skill development, and suggests that some game features may be ill-suited to educational settings whose goal is genuine mastery.
DiGRA · 2012
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