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1. Debates have centered around whether video games can teach positive or negative values. While some argue games teach violence, others argue they teach "agency," the ability to take meaningful action. However, simulating agency can have unintended consequences.
2. Games like Super Mario depict game mechanics like curling into a raccoon in fanciful ways that are very different from how tasks are broken down in work or education. This allows complex goals to be reached through simple gameplay.
3. The implications are that by playfully depicting agency through fantasy elements, games avoid losing their quality of play while still translating a sense of agency to other domains like work or learning where mistakes matter more. The Super Mario games provide
1. Debates have centered around whether video games can teach positive or negative values. While some argue games teach violence, others argue they teach "agency," the ability to take meaningful action. However, simulating agency can have unintended consequences.
2. Games like Super Mario depict game mechanics like curling into a raccoon in fanciful ways that are very different from how tasks are broken down in work or education. This allows complex goals to be reached through simple gameplay.
3. The implications are that by playfully depicting agency through fantasy elements, games avoid losing their quality of play while still translating a sense of agency to other domains like work or learning where mistakes matter more. The Super Mario games provide
1. Debates have centered around whether video games can teach positive or negative values. While some argue games teach violence, others argue they teach "agency," the ability to take meaningful action. However, simulating agency can have unintended consequences.
2. Games like Super Mario depict game mechanics like curling into a raccoon in fanciful ways that are very different from how tasks are broken down in work or education. This allows complex goals to be reached through simple gameplay.
3. The implications are that by playfully depicting agency through fantasy elements, games avoid losing their quality of play while still translating a sense of agency to other domains like work or learning where mistakes matter more. The Super Mario games provide
1. Debates have raged since video or computer games became mass market commodities in the 1970s and 1980s about their social values: can computer games teach? And if so, do they teach positive or negative values? 2. Janet Murray argues in her classic study of game and narrative, Hamlet on the Holodeck (1998), that in fact digital games don't teach, say, either violence (from their often violent imagery) or math or logical skills (from their underlying logical programs), but rather, that digital games teach "agency": the power of individuals to take meaningful action in the world around them, or on themselves. Yet simulating "agency" can be a two-edged sword. Nick Yee more recently argues that adults who work in offices where digital networks have become an everyday part of the work world play massively multi-player online games in part because the games simulate important aspects of the world they live in. But he notes that when the games' require repetitive activities that are too much like the everyday work they do, these players become bored, tire of the game, and stop playing. 3. These studies suggest an important question: if learning what agency means in computer games translates to taking meaningful action in the everyday world beyond games, why do so many games, even entire franchises, make use of comical, fanciful, even adorable depictions of the game mechanics by which players score points and advance to new levels? For instance, in games in the Super Mario franchises, gamers routinely "curl up" as a racoon and bounce around the screen, slide down impossible chutes, or engage in other "fantasy" activities that nevertheless result in "real" advances in the game. 4. In this paper I draw on both Murray's and Yee's essays to argue that fantasy depictions in games like those in the Mario franchise are crucial. On the one hand, they are part of the ways in which these games allow complex goals to be reached through simple tasks. On the other hand, the ways in which these fantasy game mechanics (curling up as a racoon and bouncing around the screen to win points, for example) are depicted is utterly unlike the ways in which we would break down similar kinds of tasks in order to reach similarly complex goals in the worlds of work or education. 5. The implications are valuable: games risk losing their quality of playfully depicting agency so that this sense of agency can be translated to sites of work or learning where mistakes, in fact, might count against us. The Super Mario franchise games in particular provide game worlds between work and school, yet also definitively separate from both.