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We the Gamers: How Games Teach Ethics and Civics

2021, Oxford

https://gamesforcivics.com/ Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps now more than ever before we realize how much they matter. But how can we teach civics and ethics? How are we already learning this? My new book, We the Gamers, explores how we connect, communicate, analyze, and discover when we play games. Games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers shares a range of examples including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, PolitiCraft, Quandary, and Animal Crossing: New Horizons. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows educators the strengths and limitations of using games in civics education. Let’s imagine how we might repair and remake our world through gaming, together.

seek in civic participants young and old: empathy, problem-solving, community-building, and critical thinking.”—AMBER COLEMAN-MORTLEY, ICIVICS “We the Gamers breathes new life into civics education. It shows us how games can be used to SCHRIER “Karen Schrier clearly lays out how games provide a practice field for the skills we desperately help us make good choices as proactive participants in social life and society—choices that KAREN SCHRIER lead to human flourishing, not harm.”—JAMES GEE, ARIZONA STATE UNIVERSITY Schrier offers a wealth of insight and detail on how to use them well.” —PETER LEVINE, TUFTS UNIVERSITY Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps we realize this now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives with current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. It illustrates relevant topics and skills using a range of games including board and card games, online games, virtual reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, PolitiCraft, WE THE GAMERS “Games have tremendous potential for learning civic engagement and ethics and Karen WE THE GAMERS Quandary, and Animal Crossing: New Horizons. Featuring useful tips and case studies, We the Gamers shows teachers the strengths and limitations of helping students connect with civics education through games. It explores how we can repair and remake our world through gaming, together. KAREN SCHRIER is Associate Professor of Games and Director of the Games and Emerging Media Program at Marist College. ISBN 978-0-19-092611-3 90000 Cover design: Caroline McDonnell Cover images: Shutterstock 9 780190 926113 HOW GAMES TEACH ETHICS AND CIVICS