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The intellectual life of online play

Published: 26 April 2009 Publication History

Abstract

The past three decades of cognitive research has well documented that play is an important context for learning for younger children, but we have a harder time accepting that it is equally important for teenagers and adults. Digital worlds for play such as those found in massively multiplayer online games (so called "virtual worlds") offer compelling, naturally occurring models of the online learning environments educators have been diligently attempting to craft in the basements of their ivory towers (with somewhat limited success). This disparity gives rise to a deep irony: American schools, designed for intentionally learning, remain locked within a Ford type factory model of industry and efficiency; games, on the other hand, with no intention to teach or education, lean forward rather than backward, recruiting intellectual practices, dispositions, and forms of social organization that are well aligned with many of todays "new capitalist" workplaces.

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FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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FDG '09
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