222
v W
HAT
V
IDEO
G
AMES
H
AVE T O
T
EACH
U
S
v
see also semiotic domains
Dungeon Siege, 1
Dungeons and Dragons, 47–48
economy, 193
educational development, 62, 65, 68–70,
160
see also child development
embodied action, 68, 82, 85, 87, 100, 119
embodied stories, 82–83
Erickson, Eric, 62–63
ethics, 44, 142
Ethnic Cleansing, 151–52, 166, 199–200
Everquest, 169–77
experience, 8, 23–26, 36–37, 46–48,
73–76, 92–94, 102–103, 124, 127,
159–61, 177–79, 193–94
association, 73–75, 91–92, 94, 96, 184
embodied, 24–26, 48, 73–76, 82,
89–90, 92–94, 102–103, 106, 108,
112, 178, 197, 209
experienced players, 102
experiments, 60, 146, 211
fantasy, 7, 11, 47–48, 63, 170, 176
first-person shooter games, 26–27, 32,
47–4
8, 58, 90–91, 99, 121, 123–25,
136, 152–54, 164, 185, 194
Counter-Strike, 194–95
Half-Life, 99, 121, 139, 185–88,
194–98
Return to Castle Wolfenstein, 90, 99,
103, 123–24, 127, 152–54, 157
Wolfenstein 3D, 47
Galileo’s principles of motion, 88–89,
110, 112, 113, 158
game designers, 6–7, 10, 11, 32–33,
35–36, 67, 81–83, 137, 152, 172,
176, 194–95, 199
game manuals, 100–102, 110, 133
game platforms, 1, 27, 33–36, 117, 140,
169
gender, 10–11, 44, 144, 171, 183, 188,
197, 212
see also video games, depiction of
women
goals, 2, 41, 65–66, 68–69, 96–98, 146,
164, 166
good and evil in video games, 53, 80, 84,
109, 141, 143, 192, 199
good classrooms, 39, 51, 59–61, 66,
86–87, 84, 109–10, 119–20, 128
grammar, 27, 30–31, 43
Grand Theft Auto, 2, 141
group interaction, 10, 27–30, 32–33,
35–37, 98
–99, 146, 152
hacking, 77, 81, 84, 100, 128–29,
171–72, 174, 176
Halo, 58, 99
hand-eye coordination, 20, 47
handheld controllers, 33, 117
hard drives, 1, 34–35
see also Microsoft XBox
identity, 4, 27–36, 43–45, 48, 51–54,
59–67, 68, 71, 92, 97–98, 117,
139–40, 147, 152, 166, 190, 193,
199–200, 208
new, 44, 47, 59, 64–65, 67, 98, 117,
143, 152, 199–200
projective, 55–56, 57–58, 65–66, 98,
120, 125, 150, 199–200
real, 55, 60–63, 64–67, 98, 120, 143,
170, 176, 208
transformation of, 19, 21, 29, 35–36
virtual, 45, 54–55, 57, 59–61, 63,
65–67, 98, 117, 120, 132, 150,
199, 208
innovation, 23, 123, 125–27
instruction booklets, 102–105
difficulty understanding, 102
see also game manuals
Internet, 8, 27, 164, 169, 171–75,
194–95
as source of information, 9, 38–39,
43, 98–101, 1
87
knowing, 22–23
knowledge, 16, 21, 38–39, 109–11, 180
distributed, 176, 184–89, 193, 197,
211
extensive, 192
intensive, 192
language, 13, 17–18, 31, 37, 50, 60, 76,
85–86, 105–106, 119–20, 131–32,
12 gee index 3/14/03 10:39 AM Page 222