Serious Games for Education and Training
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Examining Female Gamers' Perceptions and Attitudes of Behaviors in the Gaming Community
Running head: FEMALE GAMERS AND SEXUAL HARASSMENT 1 Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community Michele Desirée Evanson Marietta College A Thesis Submitted to the Faculty of Marietta College Psychology Department In Partial Fulfillment of the Requirements for the Degree of Master of Arts in Psychology May 2017 FEMALE GAMERS AND SEXUAL HARASSMENT 2 FEMALE GAMERS AND SEXUAL HARASSMENT 3 Abstract In recent years video games have grown into a mainstream pastime. The internet and use of social media have made it easier for gamers to interact, and have made communications open to the public. Recent public displays of harassment have led to discussions of sexism in gaming culture. Gaming is generally considered a male dominated culture, and previous research on the impact of video games on problematic behavior predominantly focused on males. We now know female gamers are a prominent demographic (ESA, 2015; Stuart, 2014), and since they are often the target of sexual harassment it is important to examine their perspective of these behaviors. This study surveyed female gamers in order to identify their general attitudes towards and perceptions of sexual harassment. Similarly to previous research, attitudes and perceptions of sexual harassment were negatively related; greater tolerance towards sexual harassment led to identifying fewer behaviors as sexual harassment. The hypothesis that participants who predominantly played Mature rated games would lead to more tolerant attitudes of sexual harassment was not upheld. Exploratory analysis found that the role-playing and sports genres were significantly related to general sexual harassment attitudes. Interest in the sports genre was positively related to tolerant attitudes of sexual harassment. -
Casual Resistance: a Longitudinal Case Study of Video Gaming's Gendered
Running Head: CASUAL RESISTANCE Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions Amanda C. Cote This is an Accepted Manuscript of an article published by Oxford Academic in Journal of Communication on August 4, 2020, available online: https://doi.org/10.1093/joc/jqaa028 . Abstract: Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012-2018), conducted as the rise of casual video games potentially started redefining gaming’s historical masculinization. Analysis shows that participants have negotiated relationships with casualness. While many celebrate casual games’ potential for welcoming new audiences, others resist casual’s influence to safeguard their self-identification as gamers. These results highlight how a medium’s gendered construction may not be salient to consumers, who carefully navigate divides between their own and industrially-designed identities, but can simultaneously reaffirm existing power structures. Further, how participants’ views change over time emphasizes communication’s ongoing need for longitudinal audience studies that address questions of media, identity, and inclusion. Keywords: Video games, gender, game studies, feminist media studies, hegemony, casual games, in-depth interviews, longitudinal audience studies CASUAL RESISTANCE 2 Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions From comic books to soap operas, many media are gendered, associated with masculinity or femininity and with male or female audiences. -
A Narrative Metaphor to Facilitate Educational Game Authoring Eugenio J
A narrative metaphor to facilitate educational game authoring Eugenio J. Marchiori 1, Javier Torrente 1, Ángel del Blanco 1, Pablo Moreno-Ger 1, Pilar Sancho1, Baltasar Fernández-Manjón 1,2 1 Department of Software Engineering and Artificial Intelligence, Complutense University, Madrid 2 Laboratory of Computer Science, Massachusetts General Hospital, Harvard University, Boston (emarchiori, jtorrente, angel.dba, pablom)@fdi.ucm.es, [email protected], [email protected] Abstract In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video games, enhanced by the use of a novel visual language to represent the flow of the story or narrative. The WEEV methodology has been implemented into an actual tool based on the already established <e-Adventure> platform for educational games. This tool was improved with feedback gathered from formative evaluation, end-users testing (i.e. educators), and actual use in the development of an educational game. The system, still under development, presents some user-interaction problems along with a need for the educational effectiveness of the resulting games to be further analyzed. However, this paper highlights that, according to the qualitative results of evaluations, WEEV can indeed be successfully applied to simplify the game creation process and that by using representations of games that educators can understand, WEEV can help provide educational value to games. -
A Method for Designing Educational Games
The 5/10 Method: A method for designing educational games Rick van Rooij Bsc Supervised by Johan Jeuring and Nicolas Pronost Utrecht University 2 Abstract ABSTRACT 3 1. INTRODUCTION 3 1.1 GAMES IN EDUCATION AND PROBLEM POSTULATION 3 1.2 THE DESIGN PROCESS 4 1.3 TEN STEPS TO COMPLEX LEARNING 5 1.3.1 4C/ID METHOD 5 1.3.2 THE 10 STEPS IN DETAIL 6 2. A METHOD FOR EDUCATIONAL GAME DESIGN 9 2.1 THE GOAL OF THE 5/10 METHOD 9 2.2 THE 5/10 METHOD 10 2.2.1 ANALYZE 10 2.2.2 DESIGN 11 2.2.3 DEVELOP 16 2.2.4 IMPLEMENT 16 2.2.5 EVALUATE 16 3. CASE STUDY: MOTH 17 3.1 THE GOAL 17 3.2 USING THE METHOD 18 3.2.1 ANALYZE 18 3.2.2 DESIGN 21 3.2.3 DEVELOP 29 3.2.4 IMPLEMENT 31 3.2.5 EVALUATE 31 4. CONCLUSION AND FUTURE WORK 33 REFERENCES 33 APPENDIX A: LEARNING GOALS, TASKS AND BACKGROUND INFORMATION 36 APPENDIX B: LEVEL SCREENSHOTS 39 APPENDIX C: THE SURVEY 45 Abstract 3 Abstract Over the last few years educative games have been on a rise. They have been shown to improve insight, involvement (Marino and Hayes, 2012), engagement in the subject (Wilson et al, 2009) scientific discourse, reasoning and inquiry (Barab et al. 2007). They have been used in schools with success and good results (Ketelhut, 2007). However recent studies show that in spite of this potential games are often misused and are hard to integrate in the instructional environment. -
Introduction to Games-Based Learning
Chapter I Introduction to Games-Based Learning Stephen Tang Liverpool.John.Moores.University,.UK Martin Hanneghan Liverpool.John.Moores.University,.UK Abdennour El Rhalibi Liverpool.John.Moores.University,.UK ABSTRACT Games-based.learning.takes.advantage.of.gaming.technologies.to.create.a.fun,.motivating,.and.inter- active.virtual.learning.environment.that.promotes.situated.experiential.learning..Many.researchers. now.believe.that.this.approach.can.better.motivate.present.day.entertainment-driven.learners.to.more. thoroughly engage in learning through meaningful activities defined in the game context as opposed to those.offered.using.more.traditional.didactic.approaches..This.chapter.describes.games-based.learning,. the.related.terms.and.scope,.current.approaches,.embedded.pedagogies.and.challenges.for.providing. high-quality.education.in.the.21st.Century. INTRODUCTION 2006). These digital cultures have significantly changed the ways humans work, communicate, The 21st Century has witnessed emergent cultures socialise and play and they are also affecting such as ‘blogging’ (Khan & Kellner, 2004), file the way younger generations learn. It is crucial sharing (Lessig, 2004) and gaming (Pearce, that learning is congruent to lifestyle for effec- Copyright © 2009, IGI Global, distributing in print or electronic forms without written permission of IGI Global is prohibited. Introduction to Games-Based Learning tive learning to take place (JISC, 2004). These such opportunities (BECTa, 2006; FAS, 2006a). changes in lifestyle are inevitable and have since Many also agree that it is now appropriate to introduced additional challenges to teachers in take advantage of gaming technologies to create providing high-quality education. a new generation of educational technology tools One of the significant changes experienced to equip learners of all ages with necessary skills in the education sector is the change of learners’ through experiential learning (FAS, 2006a). -
Using Video Game Design to Motivate Students
Using Video Game Design to Motivate Students Michael A. Evans, Brett D. Jones, and Sehmuz Akalin Because video games are so popular with young people, (Reiber, 2005) can be particularly useful in fostering in- formal science learning. researchers have explored ways to use game play to en- To add to the knowledge base, we studied how stu- dents used level-based video game development in an gage students in school subjects (Peppler & Kafai, 2007; out-of-school time (OST) setting to learn science con- tent. Building on prior efforts (Evans & Biedler, 2012; Rockwell & Kee, 2011; Small, 2011). Motivating students Evans, Norton, Chang, Deater-Deckard, & Balci, 2013; Evans, Pruett, Chang, & Nino, 2014), we explored how in science is especially important because of declines the project incorporated the video game to support learn- ers’ science motivation. This work with a commercial both in the number of young people who choose science careers and in the number of adults who have a sufficient MICHAEL A. EVANS is an associate professor in the Department of Teacher Education and Learning Sciences at NC State University. He grasp of science to make thoughtful decisions (Bell, Lew- researches the effects of video games and other popular digital me- dia on youth learning and engagement, with a focus on academic enstein, Shouse, & Feder, 2009). relevance. BRETT D. JONES is a professor in the Educational Psychology pro- gram in the School of Education at Virginia Tech. He researches stu- To counter these trends, informal science educators have dent motivation and examines strategies teachers can use to design adopted video games and simulations as teaching tools instruction to support students’ motivation and learning. -
Serious Educational Game Assessment
Serious Educational Game Assessment Serious Educational Game Assessment Serious Educational Practical Methods and Models for Educational Games, Simulations and Virtual Worlds Game Assessment Leonard Annetta George Mason University, Fairfax, VA, USA Practical Methods and Models for and Educational Games, Simulations and Stephen Bronack (Eds.) Virtual Worlds Clemson University, Clemson, South Carolina, USA In an increasingly scientifi c and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think Leonard Annetta and Stephen Bronack (Eds.) critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the fi eld that the questions and frameworks guiding assessing these environments (Eds.) Bronack Stephen and Annetta Leonard should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments. S e n s e P u b l i s h e r s DIVS SensePublishers Serious Educational Game Assessment Serious Educational Game Assessment Practical Methods and Models for Educational Games, Simulations and Virtual Worlds Edited by Leonard Annetta George Mason University, Fairfax, VA, USA Stephen C. -
Ludology Vs. Narratology
ACTA UNIV. SAPIENTIAE, FILM AND MEDIA STUDIES, 9 (2014) 171–188 10.1515/ausfm-2015-0009 Intermediality between Games and Fiction: The “Ludology vs. Narratology” Debate in Computer Game Studies: A Response to Gonzalo Frasca Michalis Kokonis Aristotle University, Thessaloniki, Greece E-mail: [email protected] Abstract: In the last ten or fourteen years there has been a debate among the so called ludologists and narratologists in Computer Games Studies as to what is the best methodological approach for the academic study of electronic games. The aim of this paper is to propose a way out of the dilemma, suggesting that both ludology and narratology can be helpful methodologically. However, there is need for a wider theoretical perspective, that of semiotics, in which both approaches can be operative. The semiotic PERSPECTIVEPROPOSEDALLOWSRESEARCHINTHElELDTOFOCUSONTHESIMILARITIES between games and traditional narrative forms (since they share narrativity to a greater or lesser extent) as well as on their difference (they have different degrees of interaction); it will facilitate communication among theorists if we want to understand each other when talking about games and stories, and it will lead to a better understanding of the hybrid nature of the medium of game. In this sense the present paper aims to complement Gonzalo Frasca’s reconciliatory attempt made a few years back and expand on his proposal.1 Keywords: intermediality, ludology, narratology, semiotics, stories, computer games, gameplay, God-games. The rapid development of digital technologies and the widespread use of computers are signs of radical changes in life, especially in popular culture and entertainment. As a result of the spectacular growth of computer games in culture, a shift in entertainment patterns has been observed. -
Video Games Aren't Just Entertainment. They're Driving
PLAY NVideo gamesATION aren’t just entertainment. They’re driving computer technology, challenging conventions of storytelling, and finding their way into the classroom. By Karen McCally ’02 (PhD) t was mid-summer, and Kedar Shashidhar ’15, ’16 (KEY) had hit a creative roadblock. He was leading a group, mostly of fellow students, in the development of a vid- eo game plotline, and the protagonist that he’d created seemed cookie-cutter. They were aiming for a psychologi- cal thriller, and got started, Shashidhar says, with “a typical kind of disgruntled, middle-aged, white male protagonist.” It felt flat. “None of us could buy it.” IWhen they scrapped the male protagonist for an older female lead, the story—and hence the game—started to take shape. It cen- ters around Courtney Mayhall, a veteran police officer, and her adult daughter, who followed her mother’s career path. The two are thrust into a working relationship in pursuit of a serial killer haunting the backwoods of Georgia. They’re captured. And you, the player, as Courtney, have a set of decisions to make. There are tactical decisions about how to escape. But those decisions have consequences, com- pelling Courtney to make moral choices as well. And complicating matters further is the tension between Courtney, a sober and sassy veteran of the force, and her fresh-eyed and feisty daughter, Ava. If you’re over 40, if the last video game you played was Pac-Man, or if video games conjure up images of greasy-scalped tween boys shooting cartoon rifles for hours upon hours in dark basement playrooms, then you might want to pause right here. -
Sociology and Role‑Playing Games
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. Sociology and role‑playing games Williams, James Patrick; Kirschner, David; Mizer, Nicholas; Deterding, Sebastian 2018 Williams, J. P., Kirschner, D., Mizer, N., & Deterding, S. (2018). Sociology and role‑playing games. In Zagal, J. P. & Deterding, S. (Eds.), Role‑Playing Game Studies (pp.227‑244). Transmedia Foundations. New York: Routledge. https://hdl.handle.net/10356/104799 © 2018 Routledge. All rights reserved. This paper was published in Role‑Playing Game Studies and is made available with permission of Routledge. Downloaded on 29 Sep 2021 11:56:15 SGT 12 Sociology and Role-Playing Games J. Patrick Williams; David Kirschner; Nicholas Mizer, Sebastian Deterding This is an Accepted Manuscript of a book chapter published by Routledge in Role-Playing Game Studies: Transmedia Foundations on April 4, 2018, available online: https://www.routledge.com/Role-Playing-Game-Studies-Transmedia- Foundations/Deterding-Zagal/p/book/9781138638907 Please cite as: Williams JP, Kirschner D, Mizer N, & Deterding S. (2018). “Sociology and Role-Playing Games.” In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge [227-244]. " What is sociology, what do sociologists study and how do they study it? One of the largest professional organizations in the world, the American Sociological Association (n.d.), describes sociology as “a social science involving the study of the social lives of people, groups, and societies; the study of our behavior as social beings, covering everything from the analysis of short contacts between anonymous individuals on the street to the study of global social processes; [and] the scientific study of social aggregations, the entities through which humans move throughout their lives.” Sociology is concerned with most aspects of human social life. -
Digital Game Studies
MMC 6936-1E88 Digital Game Studies Course Info When: Monday 9:35am-12:35pm Where: Weimer Hall 3020 Instructor: Dr. Yu-Hao Lee E-mail: [email protected] Phone: (352)392-3951 Office hours: Monday 1:00pm-3:00pm or by appointment Office: 3051 Weimer Hall Course Objectives Games and play are fundamental to humans and many animal species. Through play, we learn to think, to solve problems, and to socialize with others. Digital games harness the affordances of human play and the computational capabilities of modern technology, to create designed experiences that motivate and engage players. Today, digital gaming is one of the fastest growing communication industries, surpassing the movie and music industry in terms of annual sales. Over 59% of American households play digital games. However, as a young technology, it has only recently became a field of serious study. This class will focus on the theories and applications of digital games for behavior change, also known as serious games or persuasive games. The focus is in understanding questions such as: Why do people play digital games? How can we make games more engaging? What are the theories that can be applied to designing and using games for behavior change? In this class, students will: Play a number of digital games that are designed for behavior change in the fields of education, health, corporate training, etc. Understand the principles of digital game motivations and engagement. Understand the theories that has been applied to digital games for behavior change. Analyze digital games using scientific methods. Readings There are no required textbooks for this class, all the readings will be posted on the Canvas course site (https://lss.at.ufl.edu) select “e-Learning in Canvas,” and log in using your Gatorlink ID Requirements Moderate discussions: You will work in groups to present the key concepts of each reading, background/theory, research questions/hypotheses, methods, results, conclusions. -
Designing Educational Games for Computer Programming: a Holistic Framework
Designing Educational Games for Computer Programming: A holistic Framework Christos Malliarakis, Maya Satratzemi and Stelios Xinogalos University of Macedonia, Thessaloniki, Greece [email protected] [email protected] [email protected] Abstract: Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum and its teaching remains a difficult endeavour. On the other hand, students start from a very early age to interact with computers through games and other entertaining multimedia software. Therefore, they seem to be keen on environments with impressive special effects and graphical interfaces where they interact with the environment’s elements. In response, teachers are trying to connect computer programming learning with computer operations that students are familiar with, which does not include textual editors for programming lines of code with no other interaction. Educational games used in computer programming courses are considered to benefit learning, because they motivate students towards actively participating and interacting with the game’s activities. Thus, we have developed an educational multiplayer game that aims to further enhance computer programming education by addressing occurring problems. This process, however, requires proper planning during the design of educational games, and thus the availability of adequate guidelines that include all characteristics that should be incorporated in such games. This paper aims to introduce and elaborate on a holistic framework that has been constructed as a guide towards the development of this game.