Bulletin of Applied Computing and Information Technology

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Brian Cusack, Auckland University of Technology, New Zealand
brian.cusack@aut.ac.nz

Cusack, B. (2007, Dec), Book Review: "The Magic Circle - Principles of Gaming & Simulation". Bulletin of Applied Computing and Information Technology Vol. 5, Issue 2. ISSN 1176-4120. Retrieved from

Klabbers, J. (2006). The Magic Circle - Principles of Gaming & Simulation. Modeling & Simulation for Learning & Instruction, 1 . Rotterdam, The Netherlands: Sense Publishers (338 pages).

The interest in games, gaming, and the relationship between game play and learning experiences have a resurgence as a result of the growth of electronic games, virtual reality sports, and the Internet game market. Games in themselves are not new: Game theory, gaming, and playful activities have a long history of study literature. What is new is the movement to rejoin novel study areas such as information systems, computing systems, and game development to the body of foundational game literature that was developed long before computing was thought to be exclusively done by electronic computers.

The uptake of computer game playing has exploded over the last decade to a point where addiction has become  a social problem; detrimental health effects have already claimed players’ lives. In education, researchers who have attempted to understand the connection between computer game playing and skill retention, computer use and learning, and how to merge games into the classroom learning environment have contributed to a significant growth in the literature.

The author of this book addresses the concern of connecting the ‘nouveau riche’ contemporary systems studies to the foundations of learning and gaming theory. It is a valid concern when many of the research approaches in the computing areas of study adopt minimalist conceptual frameworks for human interaction and exclude foundational fields that have the power to explain or rejected data.

As the title suggests this book focuses on the relationship between gaming and simulation and learning. The notion of the “magic circle” is used to capture the intrinsic moment when learning and playing, and learning and working merge into a temporal nexus of being. The student is a player and agent in a socio-cultural nexus of competing demands, not the least of which is the student speculation on their future career paths.

A thorough and systematic treatment of gaming and playing is presented to provide conceptually sharp images of human activity in constrained spaces. Mathematical simulation has less relevance to learning compared to a coherent account of the many factors contributing to the transfer of knowledge and the totalising human experience. The author prefers to see the study of gaming as an inter- and meta-disciplinary study that has the potential to contribute to learning experiences, learning opportunities, and as a point of departure - to knowledge building. Games and game playing in this sense have to do with knowledge building and not just the emotionless assimilation of pre-packaged information bites.

The intended audience of this book are the  educators and administrators who wish to rethink and take a fresh look at the overarching problem of  information technology and informatin systems content delivery  and student motivation. It is a chance to revisit the foundations of game theory, to refresh thinking with regard to static content, and to redevelop the techno-social dimension of learning. The simple connection many students make between game playing (of all descriptions -  from real and virtual sports to competitive and co-operative computer accessed games) is often lacking in the presentation of lectures and classroom interaction. A step into the gaming landscape is a walk in the future with the players of the present. The bridge between student pre-learning and content delivery is a shared experience. This book presents principles, examples, and illustrations that underlie the design and use of gaming and simulation.

Overall, the book is not a  light read  and has sections and chapters that stand alone when being used to structure content delivery and learning styles. It is a book that should not  be overlooked either by educators attempting to connect with the current generations of game players or by administrators looking for better educational implementation strategies.

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