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Wasik, B. 2006, September. Grand theft education: Literacy in the age of video games. Harper's Magazine, 31–39. 
Added by: Mark Grimshaw-Aagaard (9/22/06, 2:23 PM)   
Resource type: Magazine Article
BibTeX citation key: Wasik2006
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Categories: Game Design
Creators: Wasik
Collection: Harper's Magazine
Views: 137/970
A forum-type article dicussing the role of digital games in education particularly in the teaching of reading and writing skills.
Added by: Mark Grimshaw-Aagaard  
p.32   Ralph Koster states: "Games, fundamentally, are models. They're little toy simulations of some aspect of reality."   Added by: Mark Grimshaw-Aagaard
Keywords:   Reality/Virtuality/Actuality Simulation
p.33   Steve Johnson states: "If games are too hard they're boring, and if they're too easy they're boring, but if they're right in the zone they're addictive."   Added by: Mark Grimshaw-Aagaard
Keywords:   Immersion
p.36   Steve Johnson states: "But one of the problems we have in understanding games is that we see them as being driven by their narratives. In fact, I think the narratives tend to be a vestigial part of games that has been carried over from earlier forms. When people play games, they aren't playing them for the story. They aren't playing them for a narrative arc of any kind. In fact, if you're looking for an analogy, I would say that game design is closer to architecture than it is to novel writing. The designers do create resistances to certain types of behavior and encourage other types of behavior within the space, but first and foremost, they're creating a space that can be explored in multiple ways."   Added by: Mark Grimshaw-Aagaard
Keywords:   Narrative Performance Space