By Mita Williams
Mita Williams is the User Experience Librarian at the Leddy Library at the University of Windsor. She has been playing games as long as she can remember. Recently, her experience in alternative reality games led to a role as a game runner for Urgent Evoke, a 10 week crash course on changing the world that was sponsored by the World Bank Institute and designed by Jane McGonigal.
=========================================
The books I have selected for this month’s Five Books are some of the ones that took me from a time and place when I thought of games as just for leisure to a new land, where games are for leisure but also for learning, health, collaboration and community.

When does Tic-Tac-Toe cease to be fun to play? My favourite answer is from Raph Koster: when the players have learned all the patterns and the game no longer seems novel. Koster’s A theory of fun for game design (GV1469.17.S63 K67 2005 – 2nd Floor, Main Building) is the best introduction to the idea that games are all about learning and it is presented with enough whimsical and illuminating text and cartoons that it delivers the fun that it also seeks to understand.

There have been others who have noticed that children are very happy spending many hours playing some of the most difficult video games but are admittedly less motivated to engage likewise when learning within the classroom. James Paul Gee, who wrote the next selection What video games have to teach about learning and literacy (GV1469.3 .G44 2004 – 2nd Floor, Main Building and online) is a professor of social linguistics with a background education, and is, as such, well positioned to understand the different literacies involved in reading and game-playing. One of Gee’s most recent posts is 10 Truths About Books and What They Have to Do With Video Games and after his ten described “truths” about books, Gee describes four properties of video games.

And one of Gee’s properties of video games is: “Games can lead to more than thinking like a designer; they can lead to designing, since players can “mod” many games, i.e., use software that comes with the game to modify it or redesign it.” At the moment there are some very ambitious projects, such as the Quest to Learn school, that work from the premise that designing games can provide even greater opportunities for learning than playing games. The Art of Game Design (QA 76.76 .C672 S34 2008 – 3rd Floor, Main Building) by game designer Jesse Schell is a highly recommended book about game design.

Game designer Jane McGonigal makes the case that games can go much farther than the realm of formal learning in her recent book, Reality is broken : why games make us better and how they can change the world (GV 1201.38 .M34 2011 – 2nd Floor, Main Building). McGonigal tells us that we can build stronger and more collaborative communities by playing bigger and better games. We might even be able to change the world.

Many people know Stewart Brand as the founder of Whole Earth Catalog but not many know that he was also a founder of the New Games Foundation. The book New Games? (GV1201 .N415 1976 – Leddy: CRC Circulating Books – West Building, 1st Floor) is a collection of these new games and if you are a child of the 1970s (as I am) you may remember their classic earth ball and parachute games. The New Games Foundation was very influential to many of today’s games designers. In this interview between Stewart Brand and Jane McGonigal, Brand suggests that game playing encourages rule changing and rule changing is one means to change the world. Game on!