The combination of group collaboration and a game format works well enough that project SAGE conducts far more than just studies among health care professionals (Business Wire, 2005). SAGE studies range throughout many different industries, and much of their study is centered upon education applications. Their group includes researchers from 14 different institutions, in many different areas of expertise, and they've developed some definite opinions on why gaming and learning can make a good pair (SAGE).
          Research in the past, "has shown that curiosity and fantasy are the features that make computer games motivating and engaging" (Asgari & Kaufman, 1). They've also found that new information within an imaginary context can be applied to later, real-life situations successfully, and that the element of fantasy may improve memory for instructional material (Asgari & Kaufman, 5). The main gap seems to be between educational and instructional games versus commercially produced recreational games. Asgari and Kaufman state: "commercial games include problem-solving kinds of tasks and puzzles that are embedded intrinsically and seamlessly through narrative structures, characters, and game play. However, in educational games, the connection between tasks or puzzles of the game and the narrative structure of the game is instrumental and extrinsic, i.e., gaming and play are used for extrinsic, decorative purposes"(3). So it seems the main concern in this research should not just be how this phenomenon works, but how to successfully recreate it. Perhaps, in the collaborative learning and game play forum, education has a lot to learn from ARGs like The Beast.

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