About Joe

I have always loved video games. I played Asteroids and Pac-Man in the arcades. I played on the classic Atari, Nintendo and Sega consoles with my friends. I was there for Prince of Persia and Doom on the PC. And now I love my PS3. But the real turning point in my gaming life happened when I was 10 or 11 years old when I got my first home computer – a Commodore Vic-20. It was on sale for $80, having been made obsolete after the launch of it’s successor, the Commodore-64. Along with the Vic-20 we also brought home a game cartridge – the only one left, as nobody seemed to want it, even for $2.50. The instructions on the box explained that it was a game – something about being a character in a story with dragons and magic. It was completely text-based – it didn’t have ANY graphics. No wonder nobody wanted to buy it. But we decided to give it a chance – after all, it was the only game left. It was called Adventureland.

Adventureland would open the doors to a new world for me (as it would for thousands of others) and initiate a life-long passion for playing/reading text-adventures, already becoming known as Interactive Fiction (IF). Even in the midst of the ever-changing gaming landscape with better graphics, better sound and new and exciting game genres, I never stopped enjoying text-based Interactive Fiction – it could still tell a story better than any other kind of game and the challenges it presented – mental challenges, needing lateral thinking, knowledge of the world, and lexical prowess just couldn’t be beaten. The sense of accomplishment after finishing an Infocom game was enormous – closer to writing a book than just simply reading one. And I never felt that I was wasting time playing ANY kind of video game- especially Interactive Fiction -after all, I was reading, and thinking, and typing, and spelling, and making notes and mapping. Even at a young age I knew by playing these games I was learning something.

Fast forward 20+ years later and I’m teaching English -but more than that, I’m teaching things – knowledge and culture and language are all intertwinedI had noticed for a long time while sharing this knowledge and experience that students who were avid video game players, while not usually the ‘best’ students – were more on the ball and faster thinkers and they just seemed to know more stuff - maybe not about grammar or phrasal verbs, but they just seemed to have more general knowledge and a wider vocabulary than other students. On the surface I knew that the fact that they played video games had something to do with it, but I couldn’t really explain it. I took advantage of my interest in video games and my curiosity in knowing exactly why they are useful for learning and wrote a Masters dissertation on game-based learning and virtual worlds. Interestingly, my initial research focus was going to be on Interactive Fiction and language learning – but I thought about it and decided that virtual worlds (being closely related to video games, and therefore giving me a reason to delve deeper into digital game-based learning) would be a more useful topic given the research being done at the time. It was a smart move and I am still involved in projects related to virtual worlds and language learning. But in the time since I submitted my dissertation, DGBL has become a major field for academic research. The video game industry has become the most lucrative entertainment industry in the world. Video games are finally beginning to get respect from non-gamers and more importantly from educators. And in the midst of all the attention and praise given to the state-of-art graphics and innovative control mechanisms available in modern games, I have always thought about purely text-based Interactive Fiction games – and how their narrative-based, textual nature makes them perfect for game-based language-learning.

And so I’ve come full-circle: from playing Adventureland way back then, to gleefully researching the history and theory behind IF, to creating this blog for other language teachers to discover the joys of IF.

I hope you’ll join me in telling this story.

 

 

 

  • Susana Canelo
    #1 written by Susana Canelo  6 months ago

    It sounds interesting, specially for a teacher teachings teens. Thanks.

  • Joe Pereira
    #2 written by Joe Pereira  6 months ago

    Hi Susana! Thanks for your comment – your teens will love it (as will you!). Stay tuned!

  • Amer Khan
    #3 written by Amer Khan  3 months ago

    Hi Joe,

    In my quest to make my teaching experiences more engaging, I am slowly moving towards game based learning design. I teach undergrad business units related to strategy and social entrepreneurship. I stumbled upon IF some days back and I think it is the best way to create engaging content and learning activities for my class on social entrepreneurship. So, I have around three weeks to prepare an IF based course for my upcoming semester. I have a question: Has anyone tried to make IF where a live human interacts with the player rather than a programme? I am saying this because my classes are small (around 30 students) and I think I can manage situations where they interact with me rather than a programme. Besides, I dont think I have the time to design an IF in three weeks by learnign a new programming language! What do you say? cheers Amer (lecturer, Swinburne University of Technology, Malaysia)

  • Joe Pereira
    #4 written by Joe Pereira  3 months ago

    Hi Amer! Your idea of IF using a human narrator instead of a computer does indeed exist – in the form of the classic paper-based role playing games of the 70s and 80s such as Dungeons & Dragons. The ‘interactive’ aspect between the player and the narrator in IF was directly inspired by D&D. However, I think that one of the main aspects of IF, and one that appeals to students (at least those who like to think) is the pitting of their wits against puzzles in a story that already exists and against the computer which keeps bringing up obstacles (in the form of language or further puzzles). While this makes IF less ‘interactive’ in that a human narrator could adapt the storytelling to player’s actions in infinite ways, I think that the novelty would quickly wear off with students because they would no longer have the power to ‘break’ the game and test it’s limits. Your idea is an interesting one, but done orally, it becomes something of a guessing game rather than an immersive experience of being in the shoes of another character and trying to test the boundaries of the game. Coincidentally, I picked this up on twitter the other day:http://t.co/iBOzTLUX
    The playing experience is certainly not the same – and having to repeat the same error messages over and over is one good reason to have a computer do it for you.
    In addition for the need to learn a programming language, I think the most important aspect of IF is the story itself – and this should overshadow the puzzles. Students won’t get engaged in the story enough to solve puzzles if they don’t connect with the story first – and writing a decent story with interesting puzzles is a challenge in itself. I agree that 3 weeks is not much time to learn how to program a game, much less come up with a story and some decent challenges. If you have a story in mind and are good at oral storytelling – give it a shot and please let me know how it goes :) You might also be able to find some existing IF works that fit in with aspects of your course. There is a lot of good IF out there – I’d try going to the IF db and searching the user created lists and polls to find games with elements that may be used in your course.

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