Virtual Curriculum: Digital Games as Technologies of Aesthetic Experience and Potential Spaces
CHLOEÌˆ BRUSHWOOD ROSE
In this paper, I am interested in the following question: What can we learn in the strange spaces of digital games? This is not the same as asking what digital games can teach us or what we learn from digital games. Rather, I am interested in thinking about what it is we learn as we play digital games. This question of learning has less to do with the content of the gameâ€”although that is an important question tooâ€”and more to do with what the experience of the game allows us to think or not think and to be or place and time of the digital game offer us?