The Sims 2: Reflective Learning and Identity Construction
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The Pennsylvania State University The Graduate School College of Arts and Architecture THE SIMS 2: REFLECTIVE LEARNING AND IDENTITY CONSTRUCTION A Thesis in Art Education by Hui-Chun Hsiao © 2007 Hui-Chun Hsiao Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy August 2007 The thesis of Hui-Chun Hsiao was reviewed and approved* by the following: Karen Keifer-Boyd Professor of Art Education & Women's Studies Thesis Advisor Chair of Committee Patricia Amburgy Associate Professor of Art Education Wanda B. Knight Assistant Professor of Art Education William Kelly Associate Professor of Theatre Christine Marmé Thompson Professor of Art Education In Charge of Graduate Program in Art Education *Signatures are on file in the Graduate School iii ABSTRACT For more than 20 years, digital games have caught the attention of scholars across a variety of disciplines who are examining them for their potential as a learning tool. Recent studies have looked at how digital games support learning in different contexts (e.g., game semiotics and knowledge domains for learning, skill development through problem solving, and game communities as networks for learning). However, in terms of digital games and the opportunities they offer for learning through reflection, most research focuses on the reflection that occurs as a game player consciously and purposefully applies ideas in each phase of problem solving. Relatively few studies focus on the deep reflection that occurs during players’ emotional engagements, narrative experiences, and identity construction within game play, and whether such reflection leads meaningful learning. Using the digital game The Sims 2 (TS2) as an example, this study was designed to advance understanding of how digital game play provides an interactive narrative interface through which players may play, explore, and express themselves, via ludic narrative. Ultimately, the goal of the study was to discover whether the experience of narrative play and sharing in TS2 encourages reflective learning and the construction of identity. Adopting a qualitative case study method, this study addressed three main research questions: (a) How does The Sims 2 (TS2) provide an interactive narrative interface for its players? And how has the nature of The Sims 2 interactive narrative interface impacted players’ experiences?; (b) In what ways does the nature of narrative iv play in TS2 facilitate players’ identity construction?; and (c) In what ways does the nature of narrative play in TS2 promote reflective learning? These primary questions provoked further inquiry and analysis about the nature of the digital game The Sims 2, its players’ narrative play experiences, and the impact of identity formation, reflection, and learning. Based on the analysis of the research data collected from various resources, this study revealed that the digital game TS2 provides an interactive narrative interface (INI) that enables players to construct their own play experiences through gameplay, narrative, sharing, discussion, and reflection. These narrative play experiences, at the same time, inspire players to construct and uncover dimensions of their identities. Further learning by recapturing and sharing narrative play experiences through self-reflection, storytelling, and reflective dialogue with others provide players with new understandings and meanings through which they may examine the meaning behind their narrative play. v TABLE OF CONTENTS ACKNOWLEDGEMENTS.........................................................................................iix Chapter 1 INTRODUCTION......................................................................................1 My Personal Game Experiences....................................................................2 The Definitions of Game and Digital Game..................................................5 Statement of Problem ...........................................................................................6 Purpose of the Study.............................................................................................9 Description of The Sims 2.....................................................................................9 Research Questions...............................................................................................16 Limitations of the Study .......................................................................................16 Significance of the Study......................................................................................18 Overview of Chapters...........................................................................................19 Chapter 2 REVIEW OF THE LITERATURE............................................................20 Digital Games and Learning.................................................................................20 Motivation to Learn.......................................................................................21 Game Semiotics and Knowledge Domains for Learning..............................23 Skill Development through Problem Solving................................................23 Experience and Transformation ....................................................................25 Game Communities as Networks for Learning.............................................25 Potential for Creative Play and Critical Thinking .........................................26 Digital Games and Narrative ................................................................................28 Defining Narrative.........................................................................................29 Interactive Narrative in the Digital Age ........................................................31 Are Digital Games Narrative?.......................................................................35 The Debate about Digital Games and Narrative............................................35 Identity Construction in Digital Games................................................................42 Reflection and Learning .......................................................................................45 Reflective Learning through Dialogue ..........................................................48 Reflective Learning through Storytelling......................................................48 Synthesis of Literature of this Study ....................................................................49 Chapter 3 METHODOLOGY.....................................................................................53 Case Study with Qualitative Data.........................................................................53 Data Collection via Internet..................................................................................54 Selection of Research Participants........................................................................57 Researcher’s Role in the Study.............................................................................61 Research Data Gathering and Management .........................................................61 Data Collection from Documents..................................................................61 vi Data Collection from Archival Records ........................................................62 Data Collection from Interview Data ............................................................63 Trustworthiness and Credibility ....................................................................63 Data Analysis Techniques ....................................................................................65 Framework for Analyzing Data.....................................................................66 Game-structure .......................................................................................66 Game-world............................................................................................67 Gameplay ...............................................................................................67 Presentation of Final Report .................................................................................69 Chapter 4 RESEARCH FINDINGS ..........................................................................71 Narrative Play with the Interactive Narrative Interface (INI) in The Sims 2........71 Game-Structure: Navigate with a Spatial Narrative Structure in TS2...........72 Autonomous Characters .........................................................................74 Free-style Cinematic Camera .................................................................75 Recording and Authoring Tool ..............................................................75 Game-World: Play within an Emergent Narrative World in TS2..................76 The Representative System in TS2.........................................................80 Modifiable System .................................................................................83 Gameplay: Play Experiences with Interactive Narrative Interface in TS2s..........86 GeekU............................................................................................................86 All Get Along, I Want You to Be Happy Forever .................................88 Shy Girl’s Retreat for Social Practice ....................................................89 I Need to Get a Social Life.....................................................................93 Mom6 ............................................................................................................95