This document discusses the relationship between play and learning in digital game environments. It makes three key points:
1. Digital games are very effective for learning, but represent a type of "productive play" that does not fit neatly within traditional educational paradigms. Play and learning take on new dimensions in participatory digital cultures.
2. Play is a critical human capability that supports cognitive and emotional well-being. It allows for experimentation outside of limitations and can create authentic learning contexts by simulating experiences. Harnessing human predilection for play may be necessary for learning in some contexts.
3. Play should be viewed not as a discrete activity but as a mode of open-ended experimentation and