|Total results: 792||
|Psychology, Pedagogy, and Assessment in Serious Games
Thomas M. Connolly, Thomas Hainey, Elizabeth Boyle, Gavin Baxter, Pablo Moreno-Ger.
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious Games have emerged as an effective tool for the purpose of learning, skill acquisition, and training.
Psychology, Pedagogy, and Assessment in...
Gamification for Human Factors Integration: Social, Education, and Psychological Issues
With the popularity and ease-of-access to internet technologies, especially social networking, a number of human-centered issues has developed including internet addiction and cyber bullying. In an effort to encourage positive behavior, it is believed that applying gaming principles to non-gaming...
Psychological Aspects of Serious Games
Over the past fifteen years there has been increasing interest in serious games as a new medium for learning, skill acquisition, and training. Developing and evaluating engaging and effective serious games presents an interdisciplinary challenge. Psychology is at the interface between hard science and...
Executive Functions in Digital Games
Elizabeth Boyle, Melody M. Terras, Judith Ramsay, James M. E. Boyle.
Despite enhanced appreciation of the nature and scope of the cognitive advantages of playing games, our understanding of the actual mechanisms responsible for generating and maintaining these remains limited. In this chapter, the authors propose that viewing these changes from the information...
The Road to Critical Thinking and Intelligence Analysis
Michel Rudnianski, Milos Kravcik.
In an environment characterized by an ever-increasing flow of data and resulting complexity, the development of intelligence analysis is of core importance. After a brief analysis of three core competences (data processing, empathy, critical thinking), decision making issues are addressed through...
Neurofeedback and Serious Games
Manuel Ninaus, Matthias Witte, Silvia E. Kober, Elisabeth V. C. Friedrich, Jürgen Kurzmann, Erwin Hartsuiker, Christa Neuper, Guilherme Wood.
Neuroscience as well as computer gaming have rapidly advanced in the last decades. Yet, the combination of both fields is still in its infancy. One example of an emerging alliance is neurofeedback, where participants are required to learn controlling their own brain activity. So far, this kind of...
Disrupting the Magic Circle: The Impact of Negative Social Gaming Behaviours
Bernd Remmele, Nicola Whitton.
Studies on game-based learning often focus on positive motivations, behaviours, and outcomes. However, negative social behaviours are common in play. Game play is important for moral learning since players learn to comply with rules, fairness, and accountability. Games allow, and sometimes encourage...
Non-Player Characters and Artificial Intelligence
Gonçalo Pereira, António Brisson, João Dias, André Carvalho, Joana Dimas, Samuel Mascarenhas, Joana Campos, Marco Vala, Iolanda Leite, Carlos Martinho, Rui Prada, Ana Paiva.
Serious Games rely on interactive systems to provide an efficient communication medium between the tutor and the user. Designing and implementing such medium is a multi-disciplinary task that aims at an environment that engages the user in a learning activity. User engagement is significantly related...
Individual Differences in the Enjoyment and Effectiveness of Serious Games
Dawn G. Blasko, Heather C. Lum, Matthew M. White, Holly Blasko Drabik.
Individuals differ in a myriad of ways and the promise of using a digital game format to teach or train new knowledge and skills is that they may be designed to allow each user to take their own path through the game and therefore create a more person-centered experience. The current chapter explores...
Rhetoric of Play: Utilizing the Gamer Factor in Selecting and Training Employees
Understanding the psychology of the gamer is important not just in studying video game players but also for understanding behaviors and characteristics of individuals who are non-players of video games. Currently, there is a gap in literature concerning the utilization of the gamer in selecting and...
Games and Social Networks
Yulia Bachvarova, Stefano Bocconi.
Social media and social networks have gained an unprecedented role in connecting people, knowledge, and experiences. Game industry is using the power of social networks by creating Social Network Games, which can be even more engaging than traditional games. In this chapter, the main characteristics of...
What is the “Learning” in Games-Based Learning?
Karen Orr, Carol McGuinness.
This chapter explores the nature of “learning” in games-based learning and the cognitive and motivational processes that might underpin that learning by drawing on psychological theories and perspectives. Firstly, changing conceptions of learning over the last few decades are reviewed. This is...
Games for and by Teachers and Learners
Peter van Rosmalen, Amanda Wilson, Hans G.K. Hummel.
With the advent of social media, it is widely accepted that teachers and learners are not only consumers but also may have an active role in contributing and co-creating lesson materials and content. Paradoxically, one strand of technology-enhanced learning (i.e. game-based learning) aligns only...
The Quest for a Massively Multiplayer Online Game that Teaches Physics
Ricardo Javier Rademacher Mena.
The last 10 years have seen explosive growth in the fields of online gaming. The largest of these games are undoubtedly the Massively Multiplayer Online Games (MMOG), such as World of Warcraft or City of Heroes, which attract millions of users throughout the world every day. The last 20 years have also...
Assessment Integration in Serious Games
Thomas Hainey, Thomas M. Connolly, Yaëlle Chaudy, Elizabeth Boyle, Richard Beeby, Mario Soflano.
Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG application developers and educationalists are how the learning is assessed and how assessment is integrated into a SG application. This...
A Case for Integration: Assessment and Games
There is growing interest in assessment of student learning within education, not least because assessment practice within some sectors (the UK higher education sector for example) is stagnant: many courses designed independently to the assessment method and assessed through a small number of...
A Brief Methodology for Researching and Evaluating Serious Games and Game-Based Learning
Igor Mayer, Geertje Bekebrede, Harald Warmelink, Qiqi Zhou.
In this chapter, the authors present a methodology for researching and evaluating Serious Games (SG) and digital (or other forms of) Game-Based Learning (GBL). The methodology consists of the following elements: 1) frame-reflective analysis; 2) a methodology explicating the rationale behind a...
Study Design and Data Gathering Guide for Serious Games’ Evaluation
Jannicke Baalsrud Hauge, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, James Ritchie.
The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include Randomised Control Trials (RCT), quasi-experimental designs, and surveys. Case studies of a selection of serious games developed for use in...
Cognitive Load and Empathy in Serious Games: A Conceptual Framework
Wen-Hao David Huang, Sharon Y. Tettegah.
The design of serious games does not always address players’ empathy in relation to their cognitive capacity within a demanding game environment. Consequently players with inherent limitations, such as limited working memory, might feel emotionally drained when the level of empathy required by a game...
Cases on the Societal Effects of Persuasive Games
Like all other forms of modern media, video games impact society and human behavior in often surprising ways. Understanding the growing effect of digital entertainment on twenty-first century culture is critical to anticipating the future of social interactions.
Cases on the Societal Effects of...