5.2 Action-based layer
The action-based layer is a crucial abstraction for under standing how to tackle the tension issue and the
context-dependency issue(B). The layer is organised around gaming, learning and teaching related activities that the environments of ALE afford. This layer combines four conceptually different spaces in which these activities take place
a. the game space
b. the information space,
c. the formal schooling space
d. the everyday space.
Spaces refer to distinct contexts. The game space is defined by gaming objects with an internal state changing during the game, gaming roles(or actors which players assume in the game world, goals that the players can/ should achieve, and gaming rules transforming the states of objects and/or roles. Importantly, the game space offers an intrinsic motivation, curiosity, excitement and other gaming elements thanks to which players want to stay within this space or return to it. Additionally, gaming rules allow and force players to make decisions that influence the game and whose consequences will be mediated by the game. From an educational perspective, the game space alone allows for the development of game- specific knowledge it provides many affordances for game-specific learning[but only a few for everyday-world learning and curricular teaching, which causes the tension issue(A) and its perception by the audience(C) and