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Sara Grimes's Blog - PhD Candidate at Simon Fraser University, researching children's media technologies, digital games, play and culture.
Becta Emerging Technologies - Games in education (Keri Facer, Futurelab; Tim Dumbleton, Becta) 2007
In these two articles Futurelab and Becta look at the use of commercial games in education. The first draws on research carried out by Futurelab/Electronic Arts to explain what happens when commercial computer games are put into an educational setting, including the tension between the aims of games and those of the curriculum. The article goes on to explore whether consumer games have a place in formal education.
Game Studies - Perspectives of Computer Game Philology (Julian Kucklich)
Playing a game, like reading a novel, can be regarded as a form of semiosis, an
interaction of signs. This constitutes the basic similarity between games and
literature the following paper tries to explore. Taking the process of reading
as a model for the process of playing might seem like an oversimplification, but
this is not the fault of the critical analogy, but rather of our simplistic
understanding of the interaction between reader and text. In order to understand
this interaction properly, we must take into account the context, or contexts,
in which the phenomenon of digital games is embedded.
Game Studies 0501: The Semiotics of Time Structure in Ludic Space by Craig A. Lindley
"The concept of a ludic systems encompasses a family of media forms and experiences involving elements of simulation, game play and narrative or story construction. These three elements can be regarded as different classes of semiotic systems, or systems of meaning, having their own structuring principles and methods of informing experience."
Gamestudies - Issue 0601, 2006
(one of) he international journa(s)l of\ncomputer game research
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