James Gee speaks about the ‘literary’ code of games, and the way ‘literacy’ should no longer mean just read and writing. It should also be experiencing, and exists in all different domains. If I asked my flatmates what MMORPG stands for, only one of them could probably answer correctly. This is because while I am somewhat literate in the world of gaming, and in particular role-playing games, and they are not. A game is another language, another domain of knowledge. This book is more about how any game can teach you something rather than how games can be made specifically to teach something.
21. The general Western belief is that “important knowledge” comes in the form of information involved with intellectual games or academic disciplines such as history, literature or physics. Anything else is regarded as a waste of time, and video games are, of course, head of this list.
39. “If learning is to be active, it must involve experiencing the world in new ways.”
45. Things you may gain from playing video games, if you play in a way that involves active and critical thinking:
1. Learning to experience (see and act on) the world in a new way
2. Gaining the potential to join and collaborate with a new affinity group
3. Developing resources for future learning and problem solving in the semiotic domains to which the game is related
4. learning how to think about semiotic domains as design spaces that engage and manipulate people in certain ways and, in turn, help create certain relationships in society among people and groups of people, some of which have important implications for social justice.
REF: Gee, J. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.