James Paul Gee
Gee, J. P. (2009). Deep learning properties of good digital games: How far can they go? In Serious Games: Mechanisms and Effects (pp. 67-82). Routledge Taylor & Francis Group. DOI: 10.4324/9780203891650
Publication year: 2009

In earlier work, I argued that good commercial video games provide players with “good learning” (see Gee, 2003, 2005, 2007). By “good learning” I mean learning that is guided by and organized by principles empirically confirmed by systematic research on effective and deep learning in the Learning Sciences (Bransford, Brown, & Cocking 2000; Gee 2004; Sawyer 2006). This actually should not to be surprising. Video games are, at their heart, problem-solving spaces that use continual learning, and provide pathways to mastery through entertainment and pleasure.