困境
面子(社会学概念)
过程(计算)
读写能力
选择(遗传算法)
适者生存
计算机科学
数学教育
社会学
教育学
心理学
人工智能
认识论
社会科学
操作系统
哲学
生物
进化生物学
出处
期刊:Computers in Entertainment
日期:2003-10-01
卷期号:1 (1): 20-20
被引量:4801
标识
DOI:10.1145/950566.950595
摘要
Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won't get played by enough people, and the company that makes it will go broke. Good learning in games is a capitalist-driven Darwinian process of selection of the fittest. Of course, game designers could have solved their learning problems by making games shorter and easier, by dumbing them down, so to speak. But most gamers don't want short and easy games. Thus, designers face and largely solve an intriguing educational dilemma, one also faced by schools and workplaces: how to get people, often young people, to learn and master something that is long and challenging--and enjoy it, to boot.
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