Leaders in the field provide an introduction to video games and learning, including essays on game design and game culture.This volume covers major topics in the field of videogames and learning, including game design, game culture, and games as a tool for teaching and learning. The chapters are written by some of the most influential thinkers, designers, and writers in the field. Together, their work functions both as an excellent introduction to the field and proof that videogames are an important medium for shaping how people young and old alike think and learn in the digital age.This volume covers major topics in the field of videogames and learning, including game design, game culture, and games as a tool for teaching and learning. The chapters are written by some of the most influential thinkers, designers, and writers in the field. Together, their work functions both as an excellent introduction to the field and proof that videogames are an important medium for shaping how people young and old alike think and learn in the digital age.This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers, and writers in the emerging field of games and learning including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.Part I. Games as Designed Experience: 1. Videogames as designed experience: section one Kurt Squire; 2. Designed cultures Kurt Squire; 3. Theme is not meaning: who decides what a game is about? Soren Johnson; 4. Our cheatin' hearts Soren Jl,