
Dewey (1938) expressed the belief that "all genuine education comes through experience."
"In our work, we have undertaken a design trajectory that conscientiously involves the development of an educational game with an explicit pro-social agenda. We have worked to develop the context of participation such that players are indeed compelled, if not required, to critically reflect on their participation and the world around them." --Sasha Barab--
There is a real paradox of learning in Runescape. What do I mean by that? Well, Runescape definitely is a 'good game." A good game as like James Gee defines it is not too hard, not too easy or, as my son James likes to say, a good game takes two years to play." Runescape definitely has that feature. The game begins with a trip to Tutorial Island where the player learns the 'essentials' of playing Runescape: skill acquisition such as chopping wood, mining; map skills, the economy of the game; and how to interact with NPC (non-player characters). Once a player has equipped themselves with the necessary skills they are free to play , an essential component of the " play before competence theory." In that way, Runescape mirrors Dewey's learning is doing model. However, as I have played the game over the last 10 weeks I am struck by some of the things I am learning, both positive and negative.
First, I do believe that the game promotes some 'real world skills' such as collaboration, executive skills, and logic and reasoning. Most notably, the linear nature of "leveling", the ability to move up in status, through the performance of various "quests" is probably Runescape's defining educational feature. The narrative is compelling enough to foster a deep sense of engagement; random events and mini-quest--both scaffolding exercises to promote skill acquisition --also to help foster deep cognitive engagement and stimulate further game play.
However, if one believes "all genuine education comes through experience" than one also has to assume that there is both pro-social and anti-social learning going on in Runescape. Specifically, as an adult and a parent, I worry that by nature Runescape is a game predicated on deception. No

w I don't want to sound alarmists, as by nature this game is about dragons, wizards, imps, and knights; however, I do worry that to succeed in this game one has to lie, cheat, kill, pick-pocket, scam, lure, and deceive. Moreover, the demographic, while supposedly 13 years and older, is, in fact, 13 years and younger. Jagex Inc. markets the game to this age-group as evidenced by this advertisement in Scholastic Books Inc. The narrative of Runescape is "aged-down" for eight year olds in this Runescape secrets book. It knowingly is marketing to very demographic that it states, " is not mature enough for the content." In my presentation to the class, I talked about some of the more unsavory elements of the game such as luring (killing players for their possessions) as well as scamming(tricking low-level members). Barry pointed out in class that we were not playing these games to establish whether they were good games or bad; instead, we were trying to assess whether they fostered learning or not. I have to agree with the sentiments of one of my classmates when he stated that it is really impossible to separate the "good" learning form the "bad" learning. In other words, if Runescape teaches pro-social skills then it also must teach anti-social skills as well. I just don't think that the adolescent brain can filter the good from the bad. I think this quite from Kerouac's On the Road captures the essence of Runescape:
"I was beginning to get the bug like Dean. He was simply a youth tremendously excited with life, and though he was a con-man, he was only conning because he wanted so much to live and to get involved with people who would otherwise pay no attention to him."
- Jack Kerouac, On the Road, Ch. 1
Critique of Runescape: Tom's Games