- People have explicitly played games for many millennia, and that gameplay is not just confined to humankind.
- The lifestyles of most people can be viewed as a mesh of interconnected, often very temporary, games.
- Digital games are a form of voluntary entertainment used by a significant proportion of people (crossing gender, socio-economic and demographic classes) who have access to the technology …
- …and that it’s been this way for several decades.
- Digital games are varied in their complexity, demands, content and goals; for most people there are a number of digital games that would interest them.
- In some specific learning situations, some specific digital games are a significantly useful tool but only when there’s a clear understanding of how they should be used, and the appropriate planning and guidance by a motivated facilitator.
- People can acquire knowledge and skills, of a more random nature, by playing digital games of their choosing.
- The game development “community”, and the learning and education “community”, often have a poor understanding of the practices and skills of the other.
- The psychology behind why people play games is generally fully understood or (incorrectly) assumed by most or all non-game players, is poorly understood by game players, and is partially understood by the games research community.
- Though there are many digital game design principles and practices, there is no “magic formula” to creating a compelling digital game, either for pure entertainment or for the purpose of game-based learning. Otherwise, everyone would be creating the “perfect” game.
Citations? Non here, though hopefully much through this website over time. The ten beliefs are formed from nearly 40 years of playing games (not just digital) and watching others play games, reading on gameplay and related psychology, and the synthesis of related research. I’m open-minded enough to be comfortable with these beliefs being challenged and overturned by convincing researching.