Our 3D GameLab workshop quest asked us to watch David Perry’s TED talk about the future of video games. Afterward, we shared our impressions and considered how his ideas might shape our learning-game designs.
Here is the TED Talk so that you can watch it for yourself:
Learning Through the Desire to Create
One of the first things that struck me was that Perry learned assembly language on his own and with friends so that they could build games on their school computers. Their school did not require them to learn to code. They did it because they wanted to create something fun.
Perry keeps emphasizing that successful games such as World of Warcraft earn more than $80 million each month from subscription fees, while virtual merchandise sales reached $80 million in the same year this talk took place. People enjoy playing games. It contributes to a significant part of their lives. It is not only kids who play games. The average age of a gamer is 30 years old, with 37-year-olds purchasing the most games. Schools realize the impact games have on the economy and culture, and over 350 colleges now include game design as part of the curriculum.
Connecting With Virtual Worlds
Perry discusses how games have developed over the years, becoming more realistic to the point where players are duplicating what they do in real life with what they do in their virtual life. One example that jumped out to me was an individual who had driven 25,000 miles with his actual car and drove 31,000 miles with his virtual car. Perry also noted something I have observed in my game playing – you become attached to your virtual character. In World of Warcraft, I do what I can to protect my character. It may be because it is a hassle to resurrect the character, or it is part of the gaming strategies you learn as you play. Regardless, I am attached to my little rogue. In gameplay, I care about my teammates as we run an instance. I run to their aid if they take on more than they can handle.
Applying These Ideas to Learning Quests
Regarding game design, the quests I would develop would have to do several things:
1). They have to advance the learning of the objective.
2). They would have to be fun and meaning, if possible.
3). They would have to contribute to a greater sum such as an achievement or badge.
Building emotion elements into the game would require additional talents that I feel I do not yet possess; however, I might get lucky.
I am certainly supportive of learning strategies where individuals take it upon themselves to learn, to include using game theory. Learning has to be fun. Games are already fun. It just seems like a natural relationship.
What do you think?



A very thoughtful reflection on the quest!