This is a reflection on this week’s reading, my experience of playing the platform games of this week, and how I am relating it to my own work on supporting qualitative analysis through the use of software tools such as CAQDAS e.g. ATLAS.ti, NVivo, MAXqda etc.
I found Whitton’s thesis that good learning activities share similar characteristics to games as illuminating. While a game may have more or less of the characteristics she defines – competition, challenge, exploration, fantasy, goals, interaction, outcomes, people, rules and safety, so too, can learning activities share some of these characteristics. She acknowledges that some of these characteristics need to be understood with caution when applied to education e.g. safety is not usually relevant as the outcome of a course will have real-life consequences – however, safe activities can be constructed to aid learning e.g. in this module, our contribution to the discussion board is not graded but people use it as a way to test their ideas. Her premise is that we as educators can learn from good game design and I look forward to reading more of her book.
Newman’s discussion about the context of where games are played helped me understand my frustration with the platform games we played with this week – Pacman, Donkey Kong and Frogger. They were originally arcade games, designed to be played on coin-operated machines to generate money for the arcade owners. Given this function they can’t last that long. But also playing them was a public performance and observers could learn about patterns and tricks by observing how others played. The noise, which I found irritating when I played (I turned off the sound), was an essential attraction of the games. Newman reminded me of the arcade halls in British piers – Brighton is the one I know. And the sound of the games and the flashing lights was a way to attract kids – it made the pier an ‘exciting place’. There are quite a few Youtube videos on arcade games and there is a big nostalgia for them. The comments on the Youtube videos below support that. I am of a different generation so missed out on playing games in arcades. My step-children did (and my daughter is of another generation yet again).
A more polished tribute to arcade games.
In relation to my own work, Newman’s discussion around paedia and ludus is pertinent. I do consulting and training on supporting people who are analyzing qualitative data (i.e. unstructured data, such as indepth interviews, videos, graphics etc.) I have always talked about ‘playing’ with the data when starting an analysis. The CAQDAS software platforms I support can be seen as ‘playgrounds’ where the data is located and can be played with. Although I am currently exploring (and have recently published an article) on how Web 2.0 tools have the potential to do the same. There is a tension though, particularly with new students, between wanting and needing rules and the freedom to play. But this tension is also apparent in different epistemological stances towards data analysis. In particular, those of a post-modern turn have been turned off these software tools because of a belief that they impose some rigid structure – are rule-bound in some way – whereas in fact they are flexible generic tools that the analyst decides how to use – much the same way Newman argues that the player has control over moving between paedia and ludus. While I have always thought of qualitative data analysis as about playing with the data, I never thought of the platforms as similar to games before. This week has given me a lot to think about!
References
Newman, J. (2004) Chapter 2, 'What is a video game? Rules, Puzzles and Simulation'. In Videogames, London: Routledge.
Whitton, N. (2010) Chapter 2, 'Recognising the characteristics of digital games'. In Learning with Digital Games: A practical guide to engaging students in higher education, London: Routledge.
Keywords: videogames definitions pacman donkey_kong frogger platform_games Whitton Newman arcade_games IDGBL10