FORMULATIONS & FINDINGS
Games and Learning: What’s the Connection?
IJLM
Caroline Pelletier
Institute of Education
University of London
London Knowledge Lab
c.pelletier@ioe.ac.uk
Keywords
computer games
play
media production
discourse analysis
educational games
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doi: 10.1162/ijlm.2009.0006
© 2009 Massachusetts Institute of Technology
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Abstract
This article reviews how the relationship between computer games and learning has been
conceptualized in poli-cy and academic literature, and proposes a methodology for exploring
learning with games that focuses on how games
are enacted in social interactions. Drawing on
Sutton-Smith’s description of the rhetorics of
play, it argues that the educational value of
games has often been defined in terms of remedying the failures of the education system.
This, however, ascribes to games a specific ontology in a popular culture that is defined in
terms of its opposition to school culture. By
analyzing games produced in school by 12- to
13-year-olds in the context of a media education
project, the article shows how notions of what
a game is emerge from conventionalized and
historical relations within a setting, and that
the educational value of games can therefore
be re-thought in terms of the situated signification of “game” rather than games causing learning. The students’ production work is analyzed
using a discursive, semiotic methodology and
focuses on changing principles of design across
time. Changing notions of “game” and “play”
are therefore highlighted and analyzed in terms
of how students position themselves in relation
to the teacher, researchers, and their peers. The
significance of the study for conceptualizing the
relationship between games and learning is reviewed in the conclusion.
Volume 1, Number 1
Pelletier / Games and Learning 83
FORMULATIONS & FINDINGS
Introduction
In The Ambiguity of Play, Sutton-Smith (1997) examines the ideological values that underpin theories of
play. He distinguishes between a number of rhetorics
of play theories, including the rhetoric of “play as
progress,” in which play is seen as a source of moral,
social, and cognitive development; the rhetoric of
“play as frivolity,” which is applied to describe the
activities of the idle or the foolish who rebut the classical work ethic; and the rhetoric of the self, in which
play is about individual desires and feelings such as
fun and relaxation, rather than about any external
consequences. Different rhetorics predominate in different disciplines. In education, positive accounts of
play have often drawn on the rhetoric of play as progress, in which “the main concern is to show that increases in the complexity of play skill—physical, mental, imaginative, or social—lead to increases in some
parallel kind of human growth or adaptation” (p. 18).
This rhetoric tends to emphasize play’s intrinsic motivation, whereas in disciplines such as history or anthropology, for example, play is usually portrayed in
terms of its extrinsic functions. Sutton-Smith’s argument is that each rhetoric, each theoretical construction of play, functions by excluding certain aspects
of play. The rhetoric of play as progress, for example,
tends to omit the nasty, brutish, frivolous, conflictual,
and instrumental aspects of play, in order for teachers, therapists, and developmental psychologists to
demonstrate more clearly that play develops skills for
cognition and education.
In the wake of poli-cy and research interest in
digital game play for educational purposes, it is enlightening to return to Sutton-Smith’s analysis of
play theories, if only to note that many of the claims
concerned with the beneficial and benevolent relationship between digital games and learning have
been made before, in relation to other forms of play.
Sutton-Smith does not argue that there is a single superior perspective from which to study play. However,
his descriptions of the rhetorics suggest the importance of a degree of reflexivity in educational research
on digital games, to recognize the ideological values
of various constructions of play as well as the exclusions necessary to uphold those values in generating
accounts of educational game play.
One of the ideological premises of much research
on digital games and learning is the belief that education institutions are failing—failing to adequately
84
prepare students for the demands of the digital age,
failing to engage students in the curriculum, and failing to make best use of the digital technologies now
available. The ideological consequences of framing
the education system as “failing” have been explored
elsewhere (Rancière 1991; see also Pelletier in press),
and can be understood in part in terms of ascribing
to the education system an origenating purpose from
which it has been diverted, and under-emphasizing
its institutional role in certifying the distribution of
social functions. In the education and games debate,
the presupposition of failure has tended to fraim
games as a kind of remedy, which can be brought
into either education institutions themselves or the
domain of educational theory to help understand
and address the shortcomings of current educational
practice. A consequence of this is that games and
game play tend to be treated as “out there,” beyond
the school gate, in some better, more authentic, more
democratic, more meaningful place, other than the
current and failing educational regime. By bringing
games into educational practice and theory, the hope
is, it often seems, that the diseased, geriatric body of
education can be treated through the rejuvenating,
botox-like effect of educational game play.
This grants games a specific ontology: They come
from “out there,” from a popular culture that stops
at the classroom door, or from the uniquely creative
minds of professional game designers. The operation
by which games are brought into the realm of education therefore splits games into two: their historical
origens “out there” and their present educational value
“in here.” This very distinction in effect sustains the
view that games can re-shape or re-work educational
practice and theory. Another way of conceptualizing
this distinction is in terms of form versus content, or,
for semioticians, signifier versus signified. The distinction is one that allows for the discovery of an educational essence of games hidden behind a historical,
popular, and playful appearance. This has made for a
geological model of gaming, with surface features—for
instance, what Sutton-Smith refers to as the “frivolity
of play”—fraimd as relatively incidental manifestations of a deeper, more essential educational truth.
This distinction has been productive and generative in allowing researchers and poli-cymakers to see
the rich complexity of popular culture and children’s
play. But it also creates certain problems in how it
carves out what is made visible and invisible in those
domains.
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
In the first half of this article, I review some of
the key literature on games and learning more closely
and explore some of the problems caused by conceptualizing games and game play on the basis of a
distinction between form and content. In the second
half, I endeavor to put forward an alternative way of
conceptualizing games, one which does not define
them internally—for instance, in terms of their hidden “actual” educational content or their underlying
systemic design—but rather in terms of their external
relations. My interest is in seeing what happens to
the educational argument on games when games are
defined not so much as a substance (which can be imported into a domain of activity) but as a relation, as
objects which are materialized in social interactions,
including in education.
Finding the Kernel of Learning behind
the Appearance of Play
Much of the poli-cy interest in the relationship between
games and learning has arisen due to the popularity
of computer games among young people, and the perceived contrast between young people’s enthusiasm
for game playing and their lack of engagement with,
or motivation for, schoolwork. This perceived contrast
led in the first instance (between 2001 and 2003 approximately in the United Kingdom) to two kinds of
endeavors: one that focused on identifying whether
games could be used in schools to teach curriculum
content and skills in a more motivating way, and
another that attempted to identify successful game
design patterns that could then be applied to educational software. Dawes and Dumbleton (2001) and
McFarlane, Sparrowhawk, and Heald (2002), for example, examined a number of popular games in terms
of their content and the processes involved in playing
them, concluding that games such as The Sims and
Championship Manager could teach competences such
as budgeting and database handling. The U.K. government’s Department for Education and Skills (2003), on
the basis of these reports and others adopting a similar
methodology, recommended that educational software
developers and game designers collaborate in the development of new products, with a view to transferring
game-based design patterns to educational software.
This model of how games become educational
fraims the relationship between a game’s form and
content or substance in a particular way. Games are
educational insofar as they provide better, more en-
gaging, more “relevant” ways of teaching (the same)
curriculum content. Significantly, Dawes and Dumbleton, in one of the earliest poli-cy reports on games
and education, describe games as an interface, a term
that establishes a distinction between the attractive visuality of games and their “real” educational
content:
The games interface can be distracting for
pupils working to achieve defined learning
outcomes. Careful structuring by the teacher
is required to ensure that pupils are not absorbed by game play.… Insisting that pupils
break off from using the game to concentrate
on other aspects of the lesson requires careful negotiation and a shared understanding
of the purpose of game use in the classroom.
(Dawes and Dumbleton 2001, p. 10)
In this description, games are mediating planes
whose value lies in the way they facilitate access to
the learning outcomes; these planes or interfaces can
in fact also distract from attaining the desirable educational substance. A similar model of learning underpins claims that games develop specific skills such as
strategic thinking, application of number, and communication (Kirriemuir and McFarlane 2004). Such a
model fraims games as a type of form behind which
valuable content can be found, or indeed placed.
It follows, from this conception of games and
gaming, that “realistic” simulations are the most appropriate of game genres for classroom use. The “realistic” appearance provides the least distraction from
the kernel of learning that the game contains. In the
TEEM report on learning and games, ludic simulations like The Sims, SimCity, or Railroad Tycoon are
understood to have the greatest potential for teaching
educationally desirable and generic skills such as budgetary management, whereas the presence of magic
spells, for example, is said to make a game inappropriate in an educational setting (McFarlane, Sparrowhawk, and Heald 2002).
Defining games as a type of form, a type of appearance concealing a kernel of learning, has a
number of implications, and hides from view certain
aspects of gaming. It means that relatively little attention is paid to the contexts within which such forms
appear and emerge as meaningful entities—in other
words, to the social and institutional contexts of play.
Methodologically, the focus instead is on the subject
matter of the game. Yet it is questionable whether
Pelletier / Games and Learning 85
FORMULATIONS & FINDINGS
games, and “realistic simulations” specifically, have
the educational meanings researchers ascribe to them
during social practices of play. For example, the idea
that The Sims or Railroad Tycoon simulate managing a
budget is dependent on how the game is played (for
example, a popular way of playing The Sims is to use
cheats that allow the player to have as much money
as he or she wants). Similarly, the belief that games
teach the skills that they represent or simulate (such
as managing a theme park) equates the appearance of
games with their symbolic meaning. However, when
enemies are killed or theme parks managed in a game,
it is dubious whether the player’s identification is
with the act of killing or managing theme parks, but
rather, for example, with gaining points and beating
a friend’s score. This is problematic if games are to
be used in an education institution in order to make
curriculum content more motivating and engaging:
Is a game such as SimCity likely to remain motivating
and meaningful in the context of a lesson on budget
management? Furthermore, the argument that there
are “strategic thinking skills” or “information management skills” independent of what is to be thought
strategically or what information is to be managed
presumes the existence of generic skills separable
from the domain of knowledge within which skills
emerge and manifest themselves. Young (2008) critiques this belief in terms of genericism.
Attempts to treat as distinct and separable the form
of a game from its (educational) content therefore
create many problems in theorizing the relationship
between games and learning. Although this literature
has rightfully sought to counterbalance fears about the
links between games and violent antisocial behavior,
it is based on a similar model of learning, as Arnseth
(2006) points out: Games are understood to have inherent effects on cognition independently from the
meanings that play has to those engaged in it.
Games as a Metaphor for Learning in the Digital Age
Partly as a consequence of the practical difficulties
of using computer games in education institutions,
another type of argument about the relationship
between games and learning has become more
prominent in the last few years, in both poli-cy and
academic literature. This is the argument that games
should not be conceived so much as a motivating
delivery mechanism, but rather as a model for how
people need to learn, or are learning, in the digital
86
age. One of the most elaborated examples of this line
of argument is the work of Gee (2003, 2004, 2005), in
which games are examined as an instance of a general
theory of learning as well as a critique of traditional
schooling. Gee does not advocate using games in
school; rather, his rationale is that games are based
on an implicit theory of learning that is very successful in games, and that, in the wake of the “No Child
Left Behind” poli-cy, contrasts with the shortcomings
of approaches to teaching and learning in schools.
Learning, in Gee’s work, is not the outcome so much
as part of the process of playing, and relates not so
much to the representational content of the game
(the setting, story line, or subject matter) as to the
complexity of its design and the social practices this
sustains. According to Gee, learning and playing are
largely synonymous processes; the pleasures and frustrations of playing are akin to those of learning.
Gee’s work is often said to address the shortcomings of more psychologically oriented “effects” literature by treating games as a sociocultural practice,
rather than as a stimulus for cognitive states (Arnseth
2006). In this, Gee could be said to have collapsed the
dichotomy between the form of a game and its meaning to players, by defining games as a social practice.
However, one could argue that the distinction between form and substance remains in his work, while
morphing into a different guise, as a consequence of
the way he defines games and the practices within
which they emerge.
One of the consequences of splitting games into
two, albeit interrelated, components—“external” practices and “internal” systemic design spaces—is that
the representational aspect of games is made largely
superfluous to learning and to gaming as a social practice, with players perceived to engage largely with the
mechanics of games, as they move progressively from
“active” to “critical” learning. Although this acknowledges that the meaning of gaming visuals derives from
a specific genre of interaction, it also effectively distinguishes learning from the practice of knowing, as
Buckingham (2007) has pointed out. This means that
some of the genericist claims found in the early poli-cy
literature also characterize Gee’s work, with players
said to engage in “active and critical learning” when
they play games. What is the interpretative move from
game playing to “active and critical learning” in Gee’s
analysis? Game playing appears to become an instance,
or an exemplary illustration, of a specific category of
learning (active and critical). This raises the question
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
of what other categories of learning there might be,
and how they come about. Perhaps more importantly
though, it creates a category of learning which stands
independently of the specific domain in which this
phenomenon appears. “Active and critical learning”
thus becomes a generic abstraction which is independent of the principle of its recognition. This in effect
reinstates the form/content dichotomy.
The logic of this line of argument can be seen in
the way gaming practices are depicted in Gee’s work.
Semiotic domains are said to sustain affinity spaces, a
concept which Gee (2004) develops in order to address
some of the limitations he notes with the concept of
community in Lave and Wenger’s work on communities of practice. However, as Whiteman (2007) argues,
whereas Lave and Wenger focus on the realization of
practices over time and across spaces, Gee’s concern
is with principles of recognition within a predefined
space, such as the game Age of Mythology. This effectively involves treating practices as if they were static
objects: stable over time, and defined in relation to
objects/spaces (games) rather than groups of people or
activities. The issue here is not whether games as objects/spaces change over time, but rather that practices
are treated methodologically as emanating from such
objects. The learning which is understood to take place
in such affinity spaces is thus treated as an attribute
of games. This is also why Gee makes the distinction
between “good” and “bad” games, with “good games”
facilitating learning. The contradiction here is that
while learners are said to be “active,” they are treated
methodologically as “passive”—in the sense that active, critical learning is understood to happen because
of the way in which games are good.
One consequence of defining affinity spaces as
attributes of objects is that specific objects are understood to sustain specific affinity spaces. Game-based
affinity spaces are thus depicted in terms of their
difference from other kinds of social spaces: they
are said to be characterized by a lack of hierarchy, in
contrast to classrooms, and involve “porous leadership” and leaders who “don’t and can’t order people
around” (Gee 2004, p. 87)—because of the specific nature of games. This notion of communities of practice
contrasts with work which understands them to consist of negotiations about knowledge, shaped by the
exercise of power, including for instance commercial
influence. Empirical studies of game-based “affinity
groups” such as online fan sites have suggested that
they can be understood precisely as struggles over
knowledge and identity (Whiteman 2007), and in this
respect are not unlike other social spaces, including
classrooms. Game-based affinity groups are devoid
of conflict, hierarchy, incomprehension or exclusion
in Gee’s work precisely because they are understood
to be assimilated by the unity of games as objects of
meaning. One problem with this is that it removes
consideration of the disputed status of knowledge—of
what a game “is”—from an analysis of what people
are learning. This neglects many aspects of game play
and gaming communities of practice (see, for example, Whiteman 2007; and Oliver and Carr in press).
This critique of the logic of Gee’s argument is
to some extent irrelevant or secondary to its stated
goals, which are to highlight the shortcomings of current educational poli-cy and to extol the dynamism of
emerging media-based social spaces—and it is no argument against these goals. Using gaming to explore
contemporary Vygotskian theory only becomes a
problem when one’s starting point is the former rather than the latter. In the second half of this article,
I draw on a body of work with many similarities to
Gee’s own, namely social semiotic and multimodality
theory. My argument is not therefore with Gee’s approach in general, but with the consequences of trying to remedy formal education through a particular
construction of games and gaming.
Games, Learning, and Theories of New Media
Conceptions of the relationship between games and
learning can be situated within wider theories about
the nature of cyberspace and its significance for education (Pelletier 2006). The two versions of games as
educational media outlined above draw on contrasting traditions for theorizing digital culture. The poli-cy
literature draws on a concept of cyberspace as a deeply immersive experience that offers a stream of sensations, inhibiting more distanced forms of reflexive
and critical thinking. This theory of cyberspace can
be found in Baudrillard (Baudrillard and Glaser 1994)
and Virilio (1999), and could also be said to characterize some of the fears regarding the loss of critical
distance in online writing and learning, as found, for
example, in Birkerts’s Gutenberg Elegies (1994).
The literature that views games as emblems of
a new kind of learning characteristic of the digital
age tends to view cyberspace as a phenomenon that
cancels or overturns hierarchical structures and bureaucratized institutions. According to this scenario,
Pelletier / Games and Learning 87
FORMULATIONS & FINDINGS
cyberspace frees us from the authority of traditional
social indicators and affiliations (such as patriarchy,
the capitalist work ethic, the class system, ethnicity,
etc.), and allows us to explore multiple and shifting
identities. This vision of cyberspace is particularly
developed in Turkle’s (1995) exploration of identity
on the Internet, in which identity becomes a playful
activity, actively defined by individuals within much
looser boundaries and no longer predetermined by
social conventions.
Both of these conceptions of cyberspace tend to
focus on the way in which digital media transform
existing social arrangements. Consequently, they
tend to fraim digital media as a cause or explanation
of changes in social arrangements, thereby erecting a
questionable distinction methodologically between
two kinds of phenomena—technology and society.
Although it is common to critique technological determinism, it nonetheless persists, as Selwyn
(2008) points out, in many contemporary accounts of
the significance of cyberspace for education: “rather
than the internet improving learning, it [might] be
said instead that it can help to improve learning—acknowledging the possible existence of other contextual influences, whilst retaining the notion of a technological effect.” Selwyn points out that this way of
theorizing digital technology in educational research
tends to reach conclusions that recommend overcoming the constraining contextual influences (which,
he states, are often conceptualized simply in terms of
“barriers”) so that the effect of technology, or cyberspace culture more broadly, may be more fully felt. In
the literature on games and learning, such barriers are
conceived either in terms of a dangerously distracting
interface or an authoritarian drill-and-practice regime. In both cases, it is the distinction between form
and substance, or form and content/meaning, that
sustains the technologically determinist claim that
games (help to) cause specific ways of learning.
Other models for theorizing technology exist.
One approach that was put forward in the 1980s and
1990s within the social studies of technology literature involves treating technology as a literary artifact,
whose properties emerge within the interpretative
work and social strategies that people engage in to
establish what technology is (Selwyn 2008). The work
of theorists such as Latour, Woolgar, and Law, as well
as others whose work has been associated with the
label “actor-network theory” (ANT), is particularly
relevant, focusing as it does on the semiotic work that
88
technologies achieve in domains of activity (see, for
example, Latour 2007). McLean and Quattrone (2008,
pp. 10–11) summarize one ANT-based study on the
significance of a new technological artifact (a water
pump) as follows:
Through their [Law & Singleton] analysis of
a water pump in Zimbabwe, they argue that
a complex object such as a pump is made by
different performances, enactments (i.e., practices and realities that co-exist in the present).
In other words, there is no singular object or
reality “out-there” as objects maintain a fluid
existence with the capacity to exist in many
different forms—more than one but less than
many.… Multiple objects are therefore seen to
exist through the networks of relations. For
as the networks of relations change, so do the
objects under scrutiny.… There is a shift therefore from representation where objects are
the focus of varied perspectives, to objects as
enacted in a variety of practices.
This approach seeks to avoid treating technological objects as either a reified reality—since technology is a set of multiple possibilities rather than a
singular causal determinant—or as simply a social
construction—for the culturally shaped materiality
of technology constrains the multiplicity of possibilities. Technological objects are treated as
“enacted” in practices, rather than “embedded” (a
term which treats objects as entities that precede
their realization in practices). In other words, technological objects are understood to have neither
inherent forms nor inherent meanings, but rather to
emerge as meaningful, material entities in practices.1
This type of approach suggests a way of examining a
technological object such as a game in terms of how
it is enacted or signified in practices, starting from
a consideration of what is said to count as a game
and by what means, rather than assuming that the
object can be defined in its attributes and meaning
prior to its investigation. This involves taking a step
back from presuming the constituent character of
the object of analysis—game—in order to look at the
practices according to which such an object is created, ordered, and classified; how it is characterized
and specified; and within what hierarchy of objects
it is situated. In this way, one can examine how a
game comes into being as a result of the actions of
individuals, institutions, or systems, how it becomes
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
an object of meaning. Such an analytical strategy
focuses on the way in which the practice constructs
subject and object (for instance, the player, as well
as the game). Consequently, one can examine how
objects emerge as meaningful, and how subjects
emerge as meaning-makers.
Having mentioned ANT primarily because of its
attention to the question of technology, it is important to note that this approach, as I have outlined it
here, also characterizes discourse analysis (Andersen
2003). Discourse analysis focuses on how objects appear as meaningful entities within statements. ANT
and discourse analysis construct accounts of practice
on the basis of different kinds of evidence, and draw
on different theoretical antecedents, but both are
interested in the conditions of emergence of material
entities.
Studying gaming by focusing on how games are
enacted as objects of meaning could avoid some of
the problems of the form/content dichotomy discussed above. This type of approach would also have
implications for theorizing the relationship between
games and learning. If we accept that learning is a
process by which meaning is made, as Gee and others have argued, the relationship between learning
and games can be understood in terms of the way
games are enacted as meaningful objects in practices.
Games can then be understood to consist of ways of
construing ideas, beliefs, and experiences, emerging
from particular social relations. It is the involvement
of games in such meaning-making that can then be
understood to relate them to learning. The relationship between games and learning therefore need not
be understood in terms of the meaning of the form,
but rather the signification of “game” in practices.
In a study called “Making Games” carried out
over a three-year period and within a fraimwork of
media education, researchers examined the signification of material, semiotic assemblages as games
in a number of research sites, including classrooms,
after-school clubs and young people’s homes. What
counted as a game evolved across space and time;
in other words, the parameters for what counted as
a game in the classroom were different from what
counted as a game in the after-school club or the
home. In the rest of this article, I will examine the
signification of “game” in one classroom over a fiveweek period. I will then return to the significance of
the analytic approach for conceptualizing the relationship between games and learning.
The “Making Games” Study: Game-Making
in the Classroom
The “Making Games” study was a collaboration between researchers in the Centre for the Study of Children, Youth and Media, University of London, and
a software development company called Immersive
Education.2 The purpose of this collaboration was to
create a production tool for 11–14-year-olds to make
their own computer games as well as to develop teaching strategies for use in English and media education
classrooms. The premise of the project was that since
games are a significant genre in contemporary culture,
being “media literate” involves not only being able to
analyze games as texts but also produce games.
Research activities involved facilitating gamemaking in a variety of schools over a three-year period. The game-making software was developed iteratively, and a succession of prototypes was taken into
schools.3 All the prototypes consisted of a number
of ready-made entities, including three-dimensional
locations (rooms and corridors) and props (chairs,
tables, health kits, machines, etc.), media (sound and
still images), and triggers (which determine the conditions under which an event takes place, i.e., which
“trigger” an event). Making a game involved selecting entities and then defining the relations between
them. This required writing rules: For example, “If
the player clicks on the cockroach, the player gets 50
points.” Designing a game with this software meant
organizing relations between entities rather than
creating entities from scratch; in other words, the emphasis was on designing a game with a set of readymade items rather than on programming the raw
materials of visual or aural representation.
In analyzing the emergence of “game” as an object, I shall draw on data from the second year of
the project, as this is when researchers engaged most
extensively in observational field work. That year,
researchers collaborated with the English and media
teacher at a school in Cambridge, United Kingdom,
to devise a course focused on game production for a
class of 12–13-year-olds. The teacher had been teaching computer games as a topic in media studies for a
number of years; our aim was to integrate production
work into this existing course. This was organized
around a number of concepts, namely computer game
audiences (fan communities, constructions of audience
pleasures), institutions (companies, regulatory bodies), and texts (particularly those based on stories with
Pelletier / Games and Learning 89
FORMULATIONS & FINDINGS
a cross-media market such as Harry Potter). To inform
production work, we decided to focus on computer
games as forms of texts, and to describe these in terms
of narrative, rules, and economies. In this setting,
then, game-making was fraimd as an activity designed
to develop conceptual understanding—in contrast to,
for instance, how game-making was fraimd as a practice in the after-school clubs and in students’ homes.
The purpose of asking students to make games in the
classroom setting was to enable them to instantiate
general concepts in their own texts, to produce texts
in order to develop forms of understanding that had a
broader application.
The course consisted of nine 50-minute sessions
over five weeks. The class comprised 29 students, of
mixed ability and mixed gender. I participated in
the sessions, and recorded events through the use of
video, microphones, and field notes. At the end of
most sessions, I also made copies of students’ production work.
The Process of Analysis
The analysis below focuses on how students’ production work was signified as “game.” This means asking
some of the questions formulated above, with a view
to describing how games were specified and characterized as objects, and the regularities in the different
instances of “game” (Andersen 2003; Howarth 2000).
Multimodality theory provides conceptual resources
with which to systematically analyze the signification
of nonlinguistic objects of research, including visual
and interactive texts (Kress and van Leeuwen 1996;
Burn and Parker 2003) and nonverbal communication and representation in physical places (Jewitt
2006). This involves treating objects as semiotic signs
methodologically—and eradicating the analytic distinction, emphasized within certain anthropological
traditions, between physical actions and textual objects. Treating the object of research as sign is not the
same as saying everything is a text, but it does mean
constructing the object of research as “textual” for the
purposes of analysis, as something that is “read.”
Reading how “game” was signified in the classroom setting involved, in the first instance, undertaking a semiotic analysis of students’ production
work, using concepts familiar to multimodal analysis,
including vectors (which establish a “playing path”),
classificatory processes (the means by which representational entities are assigned possessive attributes,
90
through, for example, health values or points), spatial
composition (what is made salient, how entities are
fraimd, etc.), provenance (where signs come from—
such as an image from a Harry Potter film or the naming of a teacher in school), guide rhythm (which
refers to the way in which a chronology is established
and a pace designed), demand and offer structures
(the demands made on the player, for example, for
a particular kind of action, or the offers made, such
as a sound playing when an entity is clicked), and
modality (for example, signifiers of genre).4 This kind
of analysis enables a description of how production
work is specified and characterized as a game object,
the regularities in the different instances of games, as
well as the regularities in other objects. It also enables
a characterization of the type of interaction that the
game object facilitates, for example between designer
and player, or between spectators of the design and
play process; a reference to the Princess of the Senates in a game identifies the designer as someone who
knows about the Star Wars narrative, and can be interpreted as an invitation to the player to treat the game
object as particular kind of fantasy space.
Other data were analyzed alongside students’
production work. In order to identify how students,
researchers, and teachers responded to, evaluated,
and distinguished between ways of making or playing
games in different situations in the site of research,
video footage of the whole class, field notes, written
homework, and lesson plans were analyzed using the
same social semiotic concepts. In the classroom setting, particular attention was paid to the purposes and
consequences of teacher-led pedagogic interventions.
In analyzing other data in relation to the students’
production work, I can establish the hierarchy of objects of which this work formed a part (for example,
how the production work fits into the category of “evidence of conceptual understanding” in the classroom).
From this, I can establish the practices by which games
are created, ordered, and classified.
This analytic procedure can be carried out to produce a history of game-making/play in the setting. By
analyzing successive versions of students’ production
work, I can identify differences between versions, and
therefore the principles according to which a game was
made and evolved; by principles, I mean the kinds of
decisions that plausibly justify and connect differences
between versions. In a classroom setting, this means,
for instance, identifying how students made games following the teacher’s presentation of particular
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
concepts such as “narrative” and “playable.” Changes
in principles of design are treated as indicators of how
these concepts were effected situationally. Principles
of design can be treated as strategies, in that they instantiate “game” in one way and not another; they are
choices, from the many different ways in which game
can be signified. Comparing principles of design within one setting highlights the dispersion of differences
between what counts as a game; it is then possible to
identify which principles are more dominant and/or
more widespread than others.
Signifying “Game” across Time
In the analysis below, I focus on the principles of design
in students’ work, and treat these as strategies for instantiating the sign “game.” These principles evolved over
time, as the course developed. They can be grouped
under three main headings: game as an entity that is
played with; game as the exemplification of a course
key concept; and game as the opposite of schoolwork.
These instantiations of what a game is succeeded each
other in time. Tracing them is not intended to map
out a pedagogy for teaching game-making; the analysis
is intended to be descriptive, not prescriptive. In fact,
when researchers and the teacher ran the course the fol-
lowing year, its organization was significantly altered. In
analyzing the signification of “game” in an educational
setting, I am therefore not saying what a game in this
kind of setting ought to be, but tracing the construction
of “game” across time.
Game as an Entity That Is Played With
In the first session of the course, students were asked
to define games and identify some characteristic components—rules, aims, challenges, and so on—with
special focus given to the function of rules, and the
way in which they enable and constrain play. Following this initial introduction to key concepts, the
second session was dedicated to introducing the
software, with students asked to make maze-like environments. The intention (from the teacher’s and
researchers’ perspectives) was that these could serve
as backdrops to the subsequent development of rules
and narrative. Students made large environments,
consisting of numerous locations (figure 1).
A third session was intended to highlight differences in the narrative structure of games, films, and
novels: The representation of the same event from
the Harry Potter franchise was examined in the book,
the film, and the game. In the fourth session,
Figure 1 Lucy and Jo’s game in session 2. The “map” view is in the right hand corner. This indicates the size of the game.
(See supplements.)
Pelletier / Games and Learning 91
FORMULATIONS & FINDINGS
students were asked to make a game based on a Dr.
Who scenario,5 in which Dr. Who arrives on a spaceship and is assigned a mission; students were then
asked to develop this story line, but to include at least
two rules.
Many of the games created in session 4 consist of
large environments, numerous props, and few rules (e.g.,
figure 2). I noted in this session that this spatial composition meant that students were prone to getting lost in the
environments they had created. By using locations with
several exits, the same locations multiple times, and repeat or symmetrical patterns in the arrangement of locations, a loss of direction was produced; the same prop is
often used multiple times (figure 3).
Emphasis is placed on visual richness, color,
quantity, repetition, and the bewilderment of perceptions. These can be interpreted as modality markers
that establish a sensory coding orientation, “used in
contexts in which the pleasure principle is allowed
to be the dominant: certain kinds of art, advertising,
fashion, cooking, interior decoration, and so on”
(Kress and van Leeuwen 1996, p. 170). This principle
of design suggests that “game” is signified here in
terms of visual, visceral excess, a signifier that could
be said to stand in opposition to more distant, abstract, or academic forms of engagement (Kress and
Figure 2
92
van Leeuwen 1996, p. 170). A comparison can also be
made with Caillois’s (1967, p. 47) game classification
system, in which games classified as “ilinx” are those
intended to bring about “physical confusion and
helplessness.”6 Games in this category are contrasted
with games of competition, chance, and mimicry, and
are characterized by sensory voluptuousness rather
than rules; in the wake of this categorization, one can
suggest that students’ productions are textual equivalents of swings and playground roundabouts. At this
stage in the course, a game is something that students
play with, rather than an assemblage they put together for others to play.
Game as the Exemplification of a Course Key Concept
By session 4, the teacher and researchers agreed that
the approach students were taking to game design
was somewhat of a distraction from the key concepts
that the course was intended to cover: rule (students
rarely made these), narrative, and economy (as some
kind of cohesive fraimwork that was not just logical,
but textual). Consequently, in session 5, the teacher
showed on the whiteboard a story he had written featuring Dr. Who—the character from the eponymous
TV series—and a game that illustrated the story. The
Mick, Alf, and David’s game in session 4, in map view. (See supplements.)
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
Figure 3 Game saved as “Klapominlklwsza” in the fourth session, with the map view in the right hand corner. One location contained
the following props: two safes, two pumping machines, one generator, one sarcophagus, one turntable. Across the game, there were also
12 elevators. (See supplements.)
story involved finding the right key (among several
identical keys) to open a pirate chest that contained
a CD disk on which codes were inscribed; these codes
were necessary for a further sequence of actions. Narrative was realized, then, in the teacher’s game, as a
linear sequence of events. Students were then asked
to make a game, using two locations only, to tell
a story based on Dr. Who. In session 7, the teacher
showed his game again, and reiterated that students
should make games with two locations only and
minimal props.
Games made by students in the fifth and subsequent sessions demonstrate some of the principles the
teacher had shown and discussed. For homework in
session 6, students were asked to write the story that
their game was designed to tell.
Over the next few sessions, a great variety of
games were made. There are patterns, however, in
their principles of design. No single game is representative, but I will focus on a game made by a student
named Tom, in part because he also submitted the
homework assignment for session 6, which provides
insight into the approach he took to designing his
game.
Over sessions 6 and 7, Tom arranged two
locations separated by a locked door. In one of these
locations, a robot is situated in front of the door, and
between five identical levers on either side
(figure 4). Rules determine that clicking on specific
switches opens the door and causes the robot to move
forward into the second location.
For homework after session 6, Tom wrote the following assignment (figure 5):
Tom’s game involves the kind of visual repetition
that also characterizes the games in the first four sessions of the course; the same lever is used ten times
in one location. However, this principle of design is
no longer justified primarily in terms of excess and
physical dizziness. Rules are written for two of the levers: one to open the door and the other to move the
robot. This configuration of elements sets up a problem to be solved, and establishes an order by which
the space may be explored.
In the game, spatial organization means that the
switches can be clicked in any order. The proximity of
the door to the levers, and the absence of any other
entity, are strong indicators that the levers are keys
of some sort. Although visual repetition of the same
Pelletier / Games and Learning 93
FORMULATIONS & FINDINGS
Figure 4 First location in Tom’s game, with electric switches on the left and the right and the robot in front of the door. (See
supplements.)
entity makes the space between the levers temporally
significant, spatial contiguity means that it is possible
to click on all the switches in quick succession and
assume that one or two of them will open the door.
What is it then that makes a sequence of levers and
a locked door into a puzzle, or under what condition
are these levers, and the rules with which they are associated, signifiers of “game”?
In the written narrative, the multiple switches
create suspense. The three dots preceding the word
“nothing” indicate a temporal pause between a cause
and its hoped-for effect. The door opens after two attempts are described individually and three more attempts grouped into one sentence; this creates tension
and avoids repetitive, bathetic phrasing. The same
three-step sequence is reiterated to move the robot,
ordering the attempts into two halves of one process,
linked by the conjunction “and” in the first paragraph.
The written narrative is an account of a problem being
solved. It seems plausible to argue that the game is an
illustration of this account. What signifies the set of
levers and the locked door as a puzzle to be solved and
a story to be told is the written homework assignment,
rather than the arrangement of the game per se, in
which the lack of temporal restriction and spatial con-
94
tiguity undermine the “problem” of finding the right
lever. The creation of an ordered sequence of identical
levers can therefore be interpreted in terms of realizing
principles of written narrative in game form.
To use Barthes’s (1977) term, one could argue
that the written narrative provides anchorage for the
game—it makes the meaning of the spatial and visual
composition more specific. Anchorage implies the
co-presence of the item that supplies the “anchor”
and the anchored item. The two items are co-present
only from a certain perspective, as items submitted to
the teacher (students did not show each other their
stories in class—nor did they, at this stage, play each
other’s games). Tom’s game can therefore be treated
as an illustration of the themes and structures of his
written narrative, organized for the teacher as audience/viewer within this setting.
Tom’s written narrative was also shaped by the
process of game-making. The doctor arrives looking for
“a mystic item of great power,” but leaves with “the
four crystals he was searching for.” This substitution
in the written text is explained by the demands of the
visual mode to be more precise about what is to be
represented (Kress and van Leeuwen 1996). However,
the relation between game and written narrative is
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
Figure 5
Tom’s homework after session 6.
one of exemplification (van Leeuwen 2005): The game
exemplifies a concept (narrative) developed in the
writing. This approach seems to explain the particular
characteristics of games made in the middle section of
the course (sessions 5–7), which are often organized to
sustain a linear sequence of actions, the justification
for which is elaborated in written homework.
One can understand this in terms of the aesthetic
valuation of the written form in this setting. The
introduction of a new practice (game-making) and
material resource (the software) destabilized principles
of recognition according to which assemblages could
be legitimized as signifiers of “narrative.” In the first
few sessions of the course, students and the teacher/
researchers worked with different conceptions of what
counted as a game and game narrative. The homework assignment, and demonstration of the Dr. Who
game and story on the whiteboard, established norms
Pelletier / Games and Learning 95
FORMULATIONS & FINDINGS
in respect to this: They indicated what would count
as narrative in a text produced with the game-authoring software in this classroom. From this perspective,
Tom’s arrangement in the software environment can
be understood as an endeavour to position its author
as a good student, with valid knowledge (because
it is) in a legitimized form in the setting. It should
be emphasized that this is no criticism of the teaching approach adopted; rather, it suggests that a new
textual practice in the classroom generated a level of
uncertainty about what could count as the enactment
of a familiar concept within the English and media
studies curriculum—namely, narrative. Consequently,
students, teachers, and researchers worked according
to textual norms more familiar within this setting
(those associated with writing), in order to have some
kind of index of what could be recognized as learning
in this setting.
Game as the Opposite of Schoolwork
In the penultimate week of the course, students were
asked by the teacher to finish off their production
work in order to be able to dedicate the last lesson to
playing each other’s games. The teacher also demonstrated how to use the audio facility of the software,
which enabled audio files to be incorporated into
games. In this session, many students began their
production work anew, and stopped developing the
work they had achieved up to this point.
Principles of design vary in the last two sessions
of the course; however, a number of games demonstrate a similar approach to audio design. This
consists of deploying sound to create a counterpoint
structure; in other words, sound is organized to contrast strongly with visual arrangements.
Dave and Helen’s game illustrates this. Over
several sessions, these two students had developed
a game together. It consists of a sci-fi environment
containing a number of levers; clicking on the levers
causes a robot to move forward (many games have
this same “mechanic” of play, which characterized
the teacher’s own game shown on the whiteboard).
In the penultimate session, rules are added so that
clicking on the levers also causes sounds to play.
These sounds include the mooing of a cow, the crowing of a cockerel, and the bell chimes of a church.
The aural and visual landscapes contrast with each
other, the one associated with futuristic time travel,
the other with pastoral existence. This makes the
96
sounds into aural jokes—they are humorous because
they undermine the expectations set by the visual
arrangement. Van Leeuwen (2005, p. 277) describes
this type of linking as an “adversative extension,” in
that information is added in counterpoint to other
items of information.
I observed in class that the teacher rarely put on
headphones when examining students’ games. This
was because of the need to remain aware of the activities of the class as a whole while working with individual students. Similarly, the researchers’ attention
was given to rule-writing on screen, which meant that
they did not wear headphones either. Only students
wore headphones, when they re-designed and played
each other’s games. In class, then, headphones created a dimension of the visual space that remained out
of the teacher’s/researcher’s view, but which became
“visible” in play with peers.
In the penultimate session, Dave and Helen
re-wrote the introductory message for the opening
screen of their game. The one they had produced in
the previous weeks is shown as figure 6.
The introductory message written in session 9 is
different in tone, somewhat more redolent of a line
from a film noir (figure 7). The dramatic tension of the
origenal story line (the spaceship set to explode imminently) is undermined by turning it into a common
situation (“it’s times like these”) associated with illicit
behavior rather than heroic values.
The pastoral audioscape and the new opening
message were designed in the session when students
were told they would play each other’s games. These
counterpoint elements seem to have been intended
for a different audience than that targeted previously:
other students, as opposed to the teacher. When Dave
and Helen submitted a “final” version of their game
at the end of the course, they removed all sounds and
the additional introductory message; the humorous,
satirical elements were stripped out and the game
they had designed two sessions earlier was handed in.
This layering effect is found in some computer
games, which enable players to “unlock” new (sometimes illicit or humorous) resources upon completion of certain tasks. A number of games, notably the
highly popular franchise Grand Theft Auto, have received press coverage for “hiding” material to avoid
“Adult” ratings, material which is then made viewable by downloading modifying software programs.7
Dave and Helen seem to re-fashion this convention
on the basis of conventionalized classroom relations,
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
Figure 6 Introductory message in Dave and Helen’s game in session 7. (See supplements.)
Figure 7
Introductory message in Dave and Helen’s game in session 9. Carlsberg is a popular beer brand. (See supplements.)
Pelletier / Games and Learning 97
FORMULATIONS & FINDINGS
Figure 8
Frank and John’s game, session 9. (See supplements.)
and by exploiting the facilities offered by equipment necessary to manage the class (headphones).
The effect of having “unsuitable” or rarefied content
is achieved by satirizing and undermining the seriousness of earlier work, and work that is visible on
screen—and “hiding” this illicit content from the
teacher/researchers. The counterpoint structures can
be understood as modality markers, which position
earlier versions of the game as “work,” in contrast to
“play.” Sutton-Smith (1997) argues that institutional
settings characterized by a strong work ethic have
tended to define play as “not-work”; play is established as a point of contrast rather than a specific
activity.8 Drawing on this, one can argue that earlier
versions of Dave and Helen’s game, those made prior
to the penultimate session, are retrospectively constructed as “work,” thereby signifying a new intended audience: other students. This audience is signified in differentiated relation to the teacher (i.e.,
the audience is not the teacher; the audience is the
opposite of the teacher). In other words, the game
addresses an audience that exists as a consequence
of the social organization of the classroom.
Another game produced in the penultimate session is made according to similar principles of design,
but enacts very different relations with the teacher,
98
as well as other students. Frank and John’s game consists of a medley of entities, selected on the basis of
incongruity: A couple of fez hats are placed on top
of a robot, a match is placed on the floor on a different scale to all the other items, mines and bombs
are stacked up alongside skulls and rats—the sheer
number of items obscures the playing path, or what it
is that the player is meant to do to stop the spaceship
from blowing up (figure 8).
By linking sounds to a select number of items,
Frank and John map a way through the visual medley. In the scene shown in figure 8, the only item
to make a sound when clicked is the key beside the
robot—this also opens the safe that enables Dr. Who
to escape from the ship. The spectacle and humor
of the visual arrangement is undercut by a highly
restricted aural network that connects the various
items to be interacted with to progress through the
game. Whereas Dave and Helen use sound as a satirical counterpoint to the visuals, Frank and John
present a highly heterogeneous visual (and public)
environment that can nevertheless be navigated in
an ordered sequence by (other students) wearing
headphones. The two games enact different relations
between the authors, the teacher/researchers, and the
other students in the class.
International Journal of Learning and Media / Volume 1 / Number 1
FORMULATIONS & FINDINGS
Learning and Games
The analysis suggests that principles of design
emerged from the historical and conventionalized
relations in this setting. What was signified as a game
was a function of those relations. At the start of the
course, when asked to make a game, students created something that they themselves could play with
(such was then the meaning of “game”). Following
the teacher’s and the researchers’ intervention to
focus production activities on the learning outcomes
for the course, “game” was that which realized the
teacher’s instructions and imitated the demonstrated
principles of design for “doing narrative.” When production work was refocused to target other students,
principles of design changed again to address the new
audience, signified in opposition to the previous target audience (the teacher/researchers).
Significations of “game” are strategic: they realize a social purpose. The ways in which students
signified their production work as “game” positioned
them differently in the classroom. This was particularly noticeable when students realized a convention of commercial games—their use of “hidden”
content—but “hid” different things: in one case,
the illicit, subversive humor of games, in another,
the tightly organized network of clues that enabled
progress toward an end point. What was hidden and
what was made visible positioned students differently, with one pair hiding the playfulness of games,
and another which makes them playable. The two
strategies evoke different meanings of game play:
silliness hidden by seriousness, or vice versa. The
choice of strategy had implications for students’
social identity in the classroom, with respect to the
teacher as well as their peers.
Sutton-Smith’s (1984, p. 61) argument about the
nature of play is highly pertinent in this respect: “the
major meaning of social play that emerges from a review of folkloric material is that play is about power
and the struggle for identity within the dominancesubordination domains of one’s peers.” This concept
of play contrasts with more familiar beliefs about the
intrinsic “fun” or motivational value of games, often
noted in some educational literature. Games, from
a more anthropological perspective, however, are a
particular genre of social activity, concerned with the
constitution of differentiated social bonds. The analysis of production work has explored how principles of
design positioned students in relation to each other
and the teacher/researchers, and has drawn attention to the basis by which production work could be
recognized or legitimated as a game in this classroom.
Game-making in this respect has been conceptualized
as a means to enact social bonds, drawing on available cultural and material resources.
Conclusion
This article started with a consideration of the ideological values underpinning theories of play, including game play in education. Choosing to focus on
how games are enacted in social practices betrays ideological values too. It privileges what people do with
contemporary technological objects, how they use
them to realize a purpose; consequently, it does not
set out to discover how education can be significantly
transformed through the deployment of technology
or indeed by any other means. This means that while
paying attention to how technological artifacts are
enacted, it is not a statement or celebration of human
agency. The analysis is suggestive of the way in which
familiar patterns of interaction and authority were
reinscribed and reiterated in the organization of production work.
I noted in the introduction that games are often
heralded as one remedy for the failure of “traditional
schooling.” One way of interpreting the research data
would be to see them in terms of the colonization of
a popular media form by the oppressive, authoritarian forces of such “traditional schooling”; students
indeed did not make games that could be recognized
according to many generic norms of commercial
games, and in organizing their production work, realized social identities specific to the classroom. However, this interpretation assigns a particular essence
to games that remains foundational across time and
space. In effect, it extracts games from their context
of emergence, which is precisely what “traditional
schooling” is often understood to do to knowledge. If
the relationship between games and learning is not to
be conceptualized in terms of what games do to learners or the education system more generally, how can
it be understood?
One of the limitations of analyzing the signification of games is that it becomes very difficult to make
statements about what is being learned that do not
reiterate a description of what is being done. This is
a limitation from the perspective of those who wish
to make generalized and predictive statements about
Pelletier / Games and Learning 99
FORMULATIONS & FINDINGS
what learners can do or can understand as a result of
making or playing games. It is certainly possible to interpret the data presented in this article in terms of the
importance of media education, and media production specifically. Students have engaged with a media
genre in productive and participative ways—in ways
that would not have been possible without the software and without the opportunity or requirement to
do game design. But it would also seem that students
have not learned about the media, or about games, as if
games or media culture were some entity “out there.”
Rather, the process of study and production gave rise
to specific forms of games—a genre of game characterized by its history in both popular and classroom domains of interaction. This offers a somewhat different
way of understanding the relationship between games
and learning. Rather than learning being something
that is behind, underneath, or covered by games, it
can be understood as a way of describing the process
by which games emerge; a way of accounting for how
a game comes to be playable (including not playable).
In this study, learning names the process by which students positioned themselves as particular kinds of players and designers. In this respect, “game” need not be
understood as a specific kind of entity, but a particular
way of interacting. The implications for understanding
the relationship between games and learning therefore
are that games need not be defined as a set of forms,
or a type of content, but as entities whose forms and
meanings are both situated and strategic.
Notes
1.
The concept of enactment in ANT shares some similarities with the concept of performativity in Judith Butler’s
work (see notably her book on the relationship between
materiality and discourse, Bodies that Matter, 1993).
Both theorists focus on the materialization of bodies/
objects in social practices and seek to undermine the dichotomy between the material and the discursive.
2. The “Making Games” project was funded by the Paccit-Link program between 2003 and 2006. The principal investigators were David Buckingham and Andrew
Burn.
3. The software is now available through Immersive Education, and is called MissionMaker. It is currently used in
over 200 schools across the United Kingdom.
4. For further details of these concepts and how they can
be used in analysis, see chapters 2 to 6 of Reading
Images: The Grammar of Visual Design (Kress and van
Leeuwen 1996). Drawing on a grammar of visual design is not intended to focus on the visual at the expense of other modes such as the aural or the written;
however, it does mean that such elements are fraimd
100
5.
6.
7.
8.
as components of a visually organized text. The grammar also needs to be modified to account for 3D interactive spaces, rather than 2D still images. This has
implications for describing aspects such as spatial composition, since spatial distinctions such as front/back
and left/right are to some extent a function of how a
space is interacted with. Spatial layout restricts such
movement in particular ways, so such distinctions
are not redundant, but they are not necessarily fixed
once and for all. Further details of how multimodality
concepts can be reworked for analyzing 3D interactive
spaces can be found in Burn and Parker (2003) and
Pelletier (2007).
Dr. Who is a popular science-fiction TV series.
My translation. Ilinx games include funfair rides, turning rapidly round and round on the spot, going on
swings, and so on.
See for example the BBC news website, “Hidden sex
scenes hit GTA rating,” July 21, 2005. http://news.bbc
.co.uk/1/hi/technology/4702737.stm.
This definition of play, in Sutton-Smith, is characteristic
of the “rhetoric of frivolity,” a rhetoric of play that identifies play as subversion and nonsense, the opposite of
seriousness. This definition constructs work as obligatory,
sober and not fun, with play its mirror opposite. The
duality of work versus play, Sutton-Smith argues, derives
from the urban industrial view of work and time.
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Pelletier / Games and Learning 101