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computer games war-room | boardroom | bedroom | classroom ben williamson senior researcher
outline ,[object Object],[object Object],[object Object],[object Object]
bipolar debate Manic Depressive Good for brain C21st success Complex & sophisticated Changing society Problem-solving Real professional practice Experiential Network intelligence Culturally biased Digitally divisive Commercially manipulative Consumer training Aggressive Corporate curriculum Corrupting/toxic Individualizing & infantilizing
data collected ,[object Object],[object Object],[object Object],[object Object]
previous stats ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
new stats ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
survey findings ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
teacher views ,[object Object],[object Object],[object Object],[object Object],[object Object]
teacher views ,[object Object],[object Object],[object Object]
teacher views ,[object Object],[object Object],[object Object]
teacher views ,[object Object],[object Object]
 
games pedagogies ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
‘ new games movement’ 1960s/70s   -protest against Vietnam, nuclear arms, civil unrest, desensitization to conflict, military & media complex - tactile, kinaesthetic play 1990s/00s -protesting climate change, middle east conflict, neoliberalism, media, individualization  - digital game subversion
‘ new games movement’ New digital games -social cooperation -participatory relationships -equity & inclusivity -critical of mainstream -creativity between players -instigate real-world action
‘ new games’ for school ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
info ,[object Object],[object Object]

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Ben Williamson

  • 1. computer games war-room | boardroom | bedroom | classroom ben williamson senior researcher
  • 2.
  • 3. bipolar debate Manic Depressive Good for brain C21st success Complex & sophisticated Changing society Problem-solving Real professional practice Experiential Network intelligence Culturally biased Digitally divisive Commercially manipulative Consumer training Aggressive Corporate curriculum Corrupting/toxic Individualizing & infantilizing
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.  
  • 13.
  • 14. ‘ new games movement’ 1960s/70s -protest against Vietnam, nuclear arms, civil unrest, desensitization to conflict, military & media complex - tactile, kinaesthetic play 1990s/00s -protesting climate change, middle east conflict, neoliberalism, media, individualization - digital game subversion
  • 15. ‘ new games movement’ New digital games -social cooperation -participatory relationships -equity & inclusivity -critical of mainstream -creativity between players -instigate real-world action
  • 16.
  • 17.