859
Views
26
CrossRef citations to date
0
Altmetric
Articles

Pedagogical Dramas and Transformational Play: Narratively Rich Games for Learning

, , , , , & show all
Pages 235-264
Published online: 28 Jul 2010
 

Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, and an audience, much of the power of videogames as media for advancing narrative springs from their affordance for the player to occupy more than one role—and sometimes all three—simultaneously. In the narratively rich videogames that we design, players have the opportunity to perform actions, experience consequences, and reflect on the underlying social values that these situations were designed to engage, affording a type of narrative transactivity. Elsewhere we have discussed designing these media as contexts for engaging academic content; here we illuminate the power of videogames to engage children in ideological struggles as they are experienced in game-based adaptations of classic literature. Toward this end, we present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion in the context of two game design projects and their implementations. Implications are discussed in terms of the potential of immersive, interactive media—videogame technology, in short—for achieving wide-ranging educational ends.

ACKNOWLEDGMENTS

The work reported in this article was supported by the National Science Foundation (Grant # 9980081 and 0092831) and by the John D. and Catherine T. MacArthur Foundation (Grant # 06–88658–000–HCD). Special thanks to Ed Gentry, Diane Glosson, Melissa Gresalfi, and Ellen Jameson for all of their work in designing and supporting the pedagogical dramas discussed in this article.

Notes

Note. Behind the pop-up windows are the Quest Atlantis virtual space, on the left, and player homepage, on the right.

Note. The player is walking her avatar towards the graveyard, where she may choose to steal buried body parts to help the doctor.

Note. The office on the left is Peter Keating's office, and the one on the right is Howard Roark's.

Note. On the left is a typical example from Peter's lots, and on the right is a typical example from Howard's lots.

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.