Well, after a whole lot of work I’ve finally published my book, Paradox of the Learning Game: The Promise and Plight of Video Games and Learning. This is my contribution to what I think is an important conversation. As I discuss in the book, the video game medium is fantastic, encouraging an interdependent relationship between video game and player. The opportunity is there for us to create immersive games that leverage this relationship for powerful learning experiences (as opposed to “chocolate covered broccoli” games, which are not immersive game experiences). While some games have been published that successfully combine the wonders of gaming with the complex nature of learning, this doesn’t happen on a consistent basis. I talk about some social reasons that I believe prevent this from happening in Paradox.
Catch the full description below.
The excitement around the potential of video games as sources for learning has never been greater. Developments in digital and computer technology have magnified the creativity and availability of advanced learning games—which are games that take significant advantage of the video game medium for transferable learning experiences.
In Paradox of the Learning Game: The Promise and Plight of Video Games and Learning, Wright highlights the potential of the video game medium as a tool for learning, while exploring some of the social and industry challenges that limit the success of advanced learning games. This book not only serves as an introduction to the power of video games as learning resources, but also as a call for video games and learning advocates to carefully consider several deep-rooted challenges that could negatively impact the future of this learning technology.
Paradox of the Learning Game is now available on Amazon.