Skip to main content

The Games Industry Perspective

  • Chapter
  • First Online:
Book cover Graduate Skills and Game-Based Learning

Part of the book series: Digital Education and Learning ((DEAL))

Abstract

When considering the use of video games in education, it is common to focus on the students and educators involved. Less well documented is how those responsible for producing video games view the educational potential of the medium. Do game developers think their games have the capacity to develop useful skills in players? Do they believe games present players with opportunities to learn something about the world? Might developers consciously include such opportunities in their games? To explore these questions, industry personnel responsible for the commercial titles used in the previously described study were interviewed, revealing that developers do see educational potential in the games they create. The potential they identify aligns with much of the research on game-based learning, including the study on which this book is based, and the theories put forth by James Paul Gee. Developers identified a range of skills that games may exercise, including critical thinking and collaboration, and highlighted the affordances of games that facilitate learning, such as the provision of a safe space in which to fail and develop confidence. It is equally apparent, however, that commercial game developers are reluctant to make claims about any such potential that cannot be verified.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 99.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    See, for example, the official Gearbox Software Borderlands 2 discussion forum at https://forums.gearboxsoftware.com/c/borderlands-2.

References

  • 2K Boston. (2007). BioShock. 2K Games.

    Google Scholar 

  • Bachen, C. M., Hernández-Ramos, P. F., & Raphael, C. (2012). Simulating REAL LIVES: Promoting Global Empathy and Interest in Learning Through Simulation Games. Simulation & Gaming, 43(4), 437–460. https://doi.org/10.1177/1046878111432108.

    Article  Google Scholar 

  • Barr, M. (2014). Learning Through Collaboration: Video Game Wikis. International Journal of Social Media and Interactive Learning Environments, 2(2), 119–133. https://doi.org/10.1504/IJSMILE.2014.063385.

    Article  Google Scholar 

  • Begg, M., Dewhurst, D., & Macleod, H. (2005). Game-Informed Learning: Applying Computer Game Processes to Higher Education. Innovate: Journal of Online Education, 1, 6. Retrieved April 8, 2019.

    Google Scholar 

  • Belman, J., & Flanagan, M. (2010). Designing Games to Foster Empathy. International Journal of Cognitive Technology, 15(1), 11.

    Google Scholar 

  • Blizzard Entertainment. (2004). World of Warcraft. Blizzard Entertainment.

    Google Scholar 

  • Blizzard North. (1996). Diablo. Blizzard Entertainment.

    Google Scholar 

  • Bohemia Interactive Studio. (2001). Operation Flashpoint: Cold War Crisis. Codemasters.

    Google Scholar 

  • Creative Assembly. (2000). Total War. Electronic Arts.

    Google Scholar 

  • Crystal Dynamics. (2010). Lara Croft and the Guardian of Light. Square Enix.

    Google Scholar 

  • Eime, R. M., Young, J. A., Harvey, J. T., Charity, M. J., & Payne, W. R. (2013). A Systematic Review of the Psychological and Social Benefits of Participation in Sport for Children and Adolescents: Informing Development of a Conceptual Model of Health Through Sport. International Journal of Behavioral Nutrition and Physical Activity, 10(1), 98. https://doi.org/10.1186/1479-5868-10-98.

    Article  Google Scholar 

  • Ensemble Studios. (1997). Age of Empires. Microsoft.

    Google Scholar 

  • Ensemble Studios. (2002). Age of Mythology. Microsoft Game Studios.

    Google Scholar 

  • Extejt, M. M., & Smith, J. E. (2009). Leadership Development through Sports Team Participation. Journal of Leadership Education, 8(2), 224–237.

    Article  Google Scholar 

  • Firaxis Games. (2001). Civilization III. Infogrames.

    Google Scholar 

  • FromSoftware. (2011). Dark Souls. Namco Bandai Games.

    Google Scholar 

  • Gearbox Software. (2008). Brothers in Arms: Hell’s Highway. Ubisoft.

    Google Scholar 

  • Gearbox Software. (2012). In 2K Games (Ed.), Borderlands 2.

    Google Scholar 

  • Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). Basingstoke: Palgrave Macmillan.

    Google Scholar 

  • Habgood, J. (2009). Wii Don’t Do Edutainment. In Proceedings of Game-based Learning 2009. London, UK. Retrieved from http://www.gamelearning.co.uk/share/Outnumb3r3d.pdf.

  • Harrington, B., & O’Connell, M. (2016). Video Games as Virtual Teachers: Prosocial Video Game Use by Children and Adolescents from Different Socioeconomic Groups Is Associated with Increased Empathy and Prosocial Behaviour. Computers in Human Behavior, 63, 650–658. https://doi.org/10.1016/j.chb.2016.05.062.

    Article  Google Scholar 

  • Holt, N. L., Tamminen, K. A., Tink, L. N., & Black, D. E. (2009). An Interpretive Analysis of Life Skills Associated with Sport Participation. Qualitative Research in Sport and Exercise, 1(2), 160–175. https://doi.org/10.1080/19398440902909017.

    Article  Google Scholar 

  • Huizinga, J. (1949). Homo Ludens. London, Boston and Henley: Routledge and Kegan Paul.

    Google Scholar 

  • Infinite Fall. (2017). Night in the Woods. Finji.

    Google Scholar 

  • Karen, S. (Ed.). (2010). Ethics and Game Design: Teaching Values through Play. Hershey, PA: IGI Global.

    Google Scholar 

  • Kubrick, S. (1971). A Clockwork Orange. Burbank, CA: Warner Bros.

    Google Scholar 

  • Maxis. (1989). SimCity. Maxis.

    Google Scholar 

  • Maxis. (1993). SimCity 2000. Maxis.

    Google Scholar 

  • McCall, J. (2016). Teaching History with Digital Historical Games: An Introduction to the Field and Best Practices. Simulation & Gaming, 47(4), 517–542. https://doi.org/10.1177/1046878116646693.

    Article  Google Scholar 

  • Mojang. (2011). Minecraft. Mojang.

    Google Scholar 

  • Nintendo Creative Department. (1985). Super Mario Bros. Nintendo.

    Google Scholar 

  • Paradox Development Studio. (2004). Crusader Kings. Paradox Interactive.

    Google Scholar 

  • Plato. (n.d.). Republic (Vol. VI).

    Google Scholar 

  • Rare. (2018). Sea of Thieves. Microsoft Game Studios.

    Google Scholar 

  • Squire, K., & Barab, S. (2004). Replaying History: Engaging Urban Underserved Students in Learning World History Through Computer Simulation Games. In Proceedings of the 6th International Conference on Learning Sciences (pp. 505–512). International Society of the Learning Sciences.

    Google Scholar 

  • Thatgamecompany. (2012). Journey. Sony Computer Entertainment.

    Google Scholar 

  • The Fullbright Company. (2013). Gone Home. The Fullbright Company.

    Google Scholar 

  • Toby Fox. (2015). Undertale. Toby Fox.

    Google Scholar 

  • Travis, R. (2010). Bioshock in the Cave: Ethical Education in Plato and in Video Games. In Ethics and Game Design: Teaching Values Through Play (pp. 86–101). Hershey, PA: IGI Global. Retrieved April 10, 2019.

    Chapter  Google Scholar 

  • Ubisoft Montreal. (2007). Assassin’s Creed. Ubisoft.

    Google Scholar 

  • Valve Corporation. (2007). Team Fortress 2. Valve Corporation.

    Google Scholar 

  • Valve Corporation. (2008). Left 4 Dead. Valve South.

    Google Scholar 

  • Valve Corporation. (2011). Portal 2. Valve Corporation.

    Google Scholar 

  • Valve Corporation. (2013). Dota 2. Valve Corporation.

    Google Scholar 

  • Verhoeven, P. (1990). Total Recall. Culver City, CA: TriStar Pictures.

    Google Scholar 

  • Zimmerman, E. (2012, February 7). Jerked Around by the Magic Circle – Clearing the Air Ten Years Later. Gamasutra. Retrieved April 9, 2019, from http://www.gamasutra.com/view/feature/135063/jerked_around_by_the_magic_circle_.php.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Matthew Barr .

Rights and permissions

Reprints and permissions

Copyright information

© 2019 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Barr, M. (2019). The Games Industry Perspective. In: Graduate Skills and Game-Based Learning. Digital Education and Learning. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-27786-4_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-27786-4_7

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-030-27785-7

  • Online ISBN: 978-3-030-27786-4

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics