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April 10, 2007

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Chris King

Lee Ann -- as Gee points out, the market for games is very much a Darwinian contest. As long as games are making a very real connection to that elusive 15-35 year old male segment, adventure and battle games (as well as sports games) will remain dominant within the marketspace. There's no getting around that -- sex and violence sells. But then, that's no different than any other form of media.

The consequences were on display in class last week: as long as games focus on sex and violence, the true value of games as a learning tool will be obscured by people who are turned off by the very thing that makes them popular. The power of games to inspire inquisitiveness, encourage deeper understanding and focus attention is still misunderstood by people who are (rightly, in my opinion) outraged by the content of games like Grand Theft Auto and Ethnic Cleansing.

The alternative requires an understand the power of games vis a vis learning. The more the learning can be embedded in the game (and thus the less aware someone is of actually "learning"), the more powerful the effect. If we can get past the content and see the value in the framework within which that content is delivered, then we'll be able to utilize the value of games.

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