Last week I was frustrated by the arcade games I was playing. I realized that they weren’t just random and that there were patterns but I couldn’t quite make out the patterns. At one point, I stopped the Pacman to see if I could discern a pattern in the behaviour of the ghosts (without any success!). Having read Greenfield now, I realise that was the wrong strategy. The strategy is not in identifying a pattern in just one element of the game e.g. the ghosts – but the pattern depends on the interaction between the ghosts, the pacman and the board itself.
I was starting to ‘feel’ that some parts of the board were more dangerous than others. But I did not have the patience to pursue and investigate that feeling. I think it does have to do with learning styles – as Emma mentioned on the Discussion Board. Thinking of Kolb’s learning cycle, I think arcade games would favour those who prefer an active experimentation style. I, on the other hand, have a more reflective learning style and the sheer speed of the games does not allow any time for reflection.

James Paul Gee’s account of the view that videogames are a waste of time as they have no content has resonance with the views expressed by my friends including my husband. I never held that view myself mainly because I have no experience of those games. Gee argues elegantly that a semiotic domain is not just content but...
”a lived and historically changing set of social practices. It is in these social practices that 'content' is generated, debated and transformed via certain distinctive was of thinking, talking, valuing, acting, and often, writing and reading. “p.21

For people who have never engaged in playing videogames, the ‘silliness’ of the content is an easy target. But Gee demonstrates that a lot of learning can be acquired in well-designed games. If a game is actively and critically played the player:
· Learns to experience in a new way
· Gains the potential to join and work with a new affinity group
· Develops resources for future learning and problem solving in related semiotic domains
· Learns to think of semiotic domains as design spaces that engage and manipulate people in certain ways and help create certain relationships in society among people which could have social justice implications
The key to critical learning is the ability of the player to be able to reflect on, to critique and manipulate the design grammar of a game at the meta level. This requires looking well beyond the content of a game – but how it is structured, what elements it has, the characteristics of these elements, how it is similar and different to other games of this type.
Gee sees the value of videogames in that they:
“...situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.” p. 48 The player learns to think critically about the simulation and thus gain literacy of multimodal spaces.
Gee points out that the key is not questioning the ‘content’ of games per se but whether it is worth spending time pursuing the semiotic domain of a particular game. And the questions he poses are ones of value judgements:
· Is this a good way to experience the world?
· Is this a good and valuable affinity group to join?
· Are these resources for future learning applicable to other good and valued semiotic domains?
In the beginning of the book, Gee argues that even violent video games can be valuable. And I can see that he is thinking beyond the actual content. But in terms of the value questions he poses, I feel there is a contradiction here. I have not read yet what he says in particular about violent games but Greenfield indicates that it is action rather than violence which children find attractive.
References
Gee, J. P. (2003) Chapter 2, 'Semiotic Domains: Is playing video games a "waste of time"?'In What video games have to teach us about learning and literacy, New York: Palgrave Macmillan. (core textbook)
Greenfield, P. M. (1984) Chapter 7, 'Video Games'. In Mind and media : the effects of television, video games, and computers. Cambridge, Mass: Harvard University Press
Kolb, D. (1993). The process of experiential learning. In Culture and processes of Adult Learning. M. Thorpe, R. Edwards, and A. Hanson (Eds.). (Buckingham, OUP): pp. 138-156
Keywords: Gee, Greenfield, IDGBL10, Kolb, semiotic_domains