Article proposing a theoretical framework for understanding pedagogical games. I liked the division of four types of 'space': physical space, virtual space, augmented space, and imaginary space (one wonders what Kant would have said). The list of "Boundary Characteristics" (boundary conditions?) of games is also interesting, through probably incomplete. The idea of these boundary conditions is that they are range-like properties of a game that may have pedagogical implications. Take, for example, the 'permeability' of a game. Does outside wisdom and knowledge impact game performance, the way it does in Jeopardy (and not so much in checkers)? Do existing power structures impact game performance (the way, say, playing golf against your boss is different from playing golf against your best friend)? The article mostly just lists the concepts; some more explanation would have been useful.
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