"if its purpose is more important than the act doing it, it probably isn't play" - http://www.ted.com/talks/stuart_brown_says_play_is_more_than_fun_it_s_vital.html
Just today I came across an essay at the Lost Garden that says games should grant the freedom to leave and the freedom to participate. With that being the case we have to look more at motivation and keeping people involved. It also seems to mean that games for serious learning goals need to be a part of personal, unofficial learning, rather than an official part of education.
People have been talking about the motivation that is a natural part of games, but that is mostly for those who choose to play them repeatedly. Your standard game is like most of today's toys and tools; single purpose. This means that they are made to do one thing, and if that one thing doesn't interest you, the game won't interest you.
Now, with that line of logic is makes sense to aim for multiple purposes. However, with multiple purposes you sacrifice some of your time and effort from your main purpose to devote to the other purposes. So, those only interested in one thing will go buy the single purpose games they're interested in, and have been trained to look for.
At this point it may look a little bleak, but there is hope. For instance, learning just about anything can be improved when you use high quality teaching methods, but what are they? Sure, a person needs the info to do things, but memorizing facts is not going to make a person proficient in a skill. Yet, it seems really hard to properly quantify a quality. That's where games can come in, as pleasant practice.
If you ask a student today whether they would rather do pages of math & science problems or play a good game that includes that helps just as much, there may be a chance for multi-purpose games. See, up till now they normally aim at competing with for fun games when they are made for more than fun. That is likely the wrong demographic. Aiming for those who want to learn more with less time, effort and pain could do a lot more, if you get the learning methods of good game design to apply to the topic.
Of course, if you ask those same students if they would rather play an enjoyable game that could replace their reading and practice homework, I'd guess you'd have a higher percentage wanting to play the game. Textbooks are one of the aspects of schooling that really don't hold the interest of most students, and reading doesn't have a statistically high retention rate compared to reading and immediately using. This is how the games should be framed for the students, as either an alternative to the normal methods, or as extracurricular activities.
Personally, I'd love to have been able to play a game and get extra credit, or replace assignments with gameplay. Some assignments really don't work so well for this, but repetitive work like math problems, science questions and so on are perfect for game alternatives. Part of this is that you are giving the work a direct, related value for being done.
Another aspect of this is that it can answer the real live usage question and cover some cross-topic aspects of learning. By having the problems wrapped in a relevant setting with realistic results, such as a business accountant for a small business doing different levels of difficulty of math, people can understand the connection to money matters, running a business and some economics in a single game, or game series.
Have fun, spread the word and tell me what you think,
Igen Oukan
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