From Simulation to Imitation: Controllers, Corporeality, and Mimetic Play

dc.contributor.authorde Castell, Suzanne
dc.contributor.authorJenson, Jennifer
dc.contributor.authorThumlert, K
dc.date.accessioned2021-08-30T22:35:25Z
dc.date.available2021-08-30T22:35:25Z
dc.date.issued2014-09-16
dc.description.abstractBackground. We contend that a conceptual conflation of simulation and imitation persists at the heart of claims for the power of game-based simulations for learning. Recent changes in controller-technologies and gaming systems, we argue, make this conflation of concepts more readily apparent, and its significant educational implications more evident. Aim. This article examines the evolution in controller technologies of imitation that support players’ embodied competence, rather than players’ ability to simulate such competence. Digital gameplay undergoes an epistemological shift when player and game interactions are no longer restricted to simulations of actions on a screen, but instead support embodied imitation as a central element of gameplay. We interrogate the distinctive meanings and affordances of simulation and imitation and offer a critical conceptual strategy for refining, and indeed redefining, what counts as learning in and from digital games. Method. We draw upon actor-network theory to identify what is educationally significant about the digitally mediated learning ecologies enabled by imitation based gaming consoles and controllers. Actor-network theory helps us discern relations between human actors and technical artifacts, illuminating the complex inter-dependencies and inter-actions of the socio-technical support networks too long overlooked in androcentric theories of human action and cognitive psychology. Conclusion. By articulating distinctions between simulation and imitation, we show how imitative practices afforded by mimetic game controllers and next generation motion-capture technologies offer a different picture of learning through playing digital games, and suggest novel and productive avenues for research and educational practice.en_US
dc.identifier.citationSimulation and Gaming 45.3 (2014): 332-355en_US
dc.identifier.urihttps://doi.org/10.1177/1046878114542316en_US
dc.identifier.urihttp://hdl.handle.net/10315/38540
dc.language.isoenen_US
dc.rights.articlehttps://journals.sagepub.com/doi/10.1177/1046878114542316en_US
dc.rights.journalhttps://journals.sagepub.com/home/sagen_US
dc.rights.publisherhttps://journals.sagepub.com/en_US
dc.subjectactor-network theoryen_US
dc.subjectconsolesen_US
dc.subjectcontrollersen_US
dc.subjectdigital gamesen_US
dc.subjecteducationen_US
dc.subjectembodied competenceen_US
dc.subjectgame-based learningen_US
dc.subjectimitationen_US
dc.subjectlearningen_US
dc.subjectlearning environmentsen_US
dc.subjectmimesis playen_US
dc.subjectsimulationen_US
dc.subjecttechnical artifactsen_US
dc.titleFrom Simulation to Imitation: Controllers, Corporeality, and Mimetic Playen_US
dc.typeArticleen_US

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