The escalating trend of gaming in the realm of 21st-century learning is undeniably evident. Digital and video games are becoming integral facets of our “digital natives'” lives, imprinted into their daily routines and leisure time. As with every disruptive technology, there’s an inherent skepticism that often takes center stage during its inception.
The dawn of writing nearly six millennia ago wasn’t spared this initial wave of criticism. Renowned philosopher Plato, in his dialogue “Phaedrus,” displayed substantial reservations about writing.
He perceived it as an impersonal, mechanistic knowledge processing method, unyielding to inquiries and potentially detrimental to the sanctity of human memory (Orality and Literacy, Kindle location. 891).
This pattern of skepticism followed every revolutionary invention that punctuated the course of human history—be it the telephone, radio, television, or the internet. Each was met with a similar chorus of doubt and cynicism.
Yet, with time, they transcended these critiques to become transformative forces shaping our civilization, just as digital and video gaming are starting to reshape our educational landscape today.
However, as educators, innovators, and lifelong learners, it’s our responsibility to transcend this initial skepticism and explore the potential these new platforms hold for learning and instruction. This is particularly true for the realm of gaming, a field that holds immense promise for creating interactive, engaging, and learner-centered educational environments.
This potential becomes even more evident when we dive into some of the most insightful literature on gaming and education. Over the years, several brilliant authors and researchers have delved into this fascinating intersection of games and learning, and their findings offer a compelling case for the educational value of games.
From James Paul Gee’s exploration of video games’ potential for literacy learning, to Jane McGonigal’s groundbreaking work on how games can change the world, the breadth and depth of this body of literature is truly impressive.
Similarly, other authors like Tom Chatfield, Marc Prensky, Katie Salen Tekinba, and Kurt Squire, among others, have made remarkable contributions to our understanding of the diverse ways games can be harnessed for learning.
In this post, I share some of the best books on video games, books that will certainly enlighten our understanding of the whole concept of video games and drive us to embrace them in our teaching.
Books on Video Games
Here are some of my favourite academic books on video games:
1- What Video Games Have to Teach Us About Learning and Literacy, by James Paul Gee
James Paul Gee offers a compelling argument in this book, highlighting how video games, even those with violent content, can have constructive effects on learning and literacy. He delves into the potential of these interactive platforms to foster positive engagement, suggesting a revolutionary approach to gaming that transcends traditional educational methods.
2- Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal
Jane McGonigal’s groundbreaking book presents an enlightening perspective on gaming. She explores how gaming principles can effectively address real-world challenges, including mental health and global issues. McGonigal shows how games have the power to impact and reshape our understanding of reality.
3- Fun: Inc: Why Gaming Will Dominate the Twenty-First Century, by Tom Chatfield
Tom Chatfield’s “Fun Inc.” defends the significance of video games in modern culture. Chatfield argues that gaming is not only entertainment but also a platform for intellectual growth, positioning it as a key influencer in contemporary society and the future.
4- Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy, by James Paul Gee
James Paul Gee provides a rich exploration of the interplay between video games, learning, and literacy in this collection of essays. He covers a range of topics, offering insights into how gaming can enhance critical thinking and learning, and discusses the controversial elements of video games in educational contexts.
5- Don’t Bother Me Mom–I’m Learning, by Marc Prensky
Marc Prensky challenges traditional views on gaming with his assertive stance that video and computer games are valuable learning tools. He emphasizes the development of essential skills such as teamwork, strategic thinking, and ethical decision-making, preparing young gamers for future challenges.
6- The Ecology of Games: Connecting Youth, Games, and Learning, by Katie Salen Tekinba
In this insightful book, Katie Salen Tekinba investigates the intricate ecosystem of video games, emphasizing their role in youth learning and interaction. She moves beyond simplistic debates, offering a nuanced perspective on the educational potential of gaming.
7- Video Games and Learning: Teaching and Participatory Culture in the Digital Age, by Kurt Squire
Kurt Squire’s book is a comprehensive exploration of how digital media and games, with their participatory nature, can be leveraged for educational purposes. He combines research on game analysis, gaming culture, and educational game design to propose an integrated educational model that looks promising for the future.
8- Games, Learning, and Society: Learning and Meaning in the Digital Age, by Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
This volume, edited by leading scholars, explores the complex relationship between video games, learning, and culture. It offers a deep dive into game design and its significant role in contemporary education. The editors and contributors reveal the potential of games as powerful learning tools and agents of societal change, emphasizing their dynamic and transformative capacities.
9- How to Do Things with Videogames, by Ian Bogost
Ian Bogost presents a diverse perspective on the capabilities of video games beyond entertainment. His series of essays provocatively redefines video games as multifunctional cultural tools, capable of documenting history, educating generations, and even influencing commerce, thus showcasing their profound societal impact.
10- Digital Games and Learning: Research and Theory, by Nicola Whitton
Nicola Whitton bridges research and theory in her exploration of digital games and learning. She examines the multifaceted roles of digital games – as educational environments, motivational devices, and playful spaces. Her work provides a holistic view of the educational value of games, integrating various academic perspectives.
11- Gaming Lives in the Twenty-First Century: Literate Connections, by Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
Editors Gail E. Hawisher and Cynthia L. Selfe compile a collection of real-life case studies in “Gaming Lives,” which analyze the impact of gaming on literacy development. The book argues that gaming experiences can be more effective than traditional schooling in developing literacy skills, offering an alternative viewpoint on literacy in the digital age.
12- Everything Bad is Good for You: How Today’s Popular Culture is Actually Making Us Smarter, by Steven Johnson
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Steven Johnson challenges conventional wisdom by arguing that today’s popular culture, including video games and television, is enhancing cognitive abilities. He suggests that the complexities inherent in modern pop culture are introducing new cognitive challenges, thereby improving our intellectual capacities.
13- Gamify: How Gamification Motivates People to Do Extraordinary Things, by Brian Burke
In “Gamify,” Brian Burke explores the transformative power of gamification in motivating and engaging individuals. He demonstrates how integrating game mechanics into various contexts can lead to behavioral change, skill enhancement, and innovation, thus fostering personal and organizational growth.
14- The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. By Karl M. Kapp
Karl M. Kapp argues for the integration of game elements into educational processes. His book goes beyond the surface-level elements of gamification, like points and badges, to delve into how gamification can revolutionize learning. Kapp provides a detailed guide for educators interested in effectively implementing game-based methods in teaching and training.
Final thoughts
As we close this post, let’s acknowledge the transformative potential of video games in education. They are more than mere tools for engagement; they are catalysts for intellectual and creative growth. The journey of integrating video games into teaching is not just about adopting new technology; it’s about embracing a new paradigm of learning where interactivity, motivation, and immersion lead to deeper, more impactful educational experiences.
Let’s carry forward the insights from these authors and researchers, applying them in our classrooms and beyond. By doing so, we honor the potential of video games to not just entertain, but to educate, inspire, and shape the minds of future generations.