161,871 research outputs found

    Understanding the fidelity effect when evaluating games with children

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    There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9. The children played a matching game on either an iPad, a paper prototype using screen shots of the actual game or a sketched version. Observational data was captured to establish the usability problems, and two tools from the Fun Toolkit were used to measure user experience. The results showed that there was little difference for user experience between the three prototypes and very few usability problems were unique to a specific prototype. The contribution of this paper is that children using low-fidelity prototypes can effectively evaluate games of this genre and style

    Students as producers: Designing games to teach social science research methods and ethics

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    In this paper we explore our experiences of a staff-student collaborative project that sought to design games and learning resources that could be used to 'liven-up' research methods and ethics teaching in the social sciences. Final and second year undergraduate social science students were encouraged to reflect on their own experiences of both research methods teaching and the process of doing primary research, in order to design games resources that would be useful for future cohorts of students. The concept of games was applied twofold in the project: the development of the teaching resources was itself set up in a games format: we based our initial workshops on the style of the BBC's "Apprentice" programme in order to come up with ideas for the games resources and to introduce a competitive element into the design process. Two groups of students were given a brief to design a games resource that would 'liven up' social science research methods and ethics teaching. Groups then spent an intensive day working on the brief alongside an academic facilitator before pitching their final game concept in a presentation at the end of the day when a winner was announced. In subsequent workshops students worked collaboratively to further develop both games before piloting them on further groups of students prior to production. The second application of the games concept lay in the development of an actual learning resource to be used in future research methods and ethics teaching. The premise of developing an undergraduate dissertation, its (realistic) design and the potential ethical and methodological problems encountered when doing research underpinned the learning objectives for the games developed. The developed games resources have been introduced into the curriculum to supplement the existing (more traditional) learning and teaching strategies and to add a 'fun' element into research methods teaching. Developing a game-based learning approach themselves has thereby increased students' influence on the design of teaching and learning strategies and helped produce a useful learning resource for future cohorts. The paper highlights the benefits of staff-student collaboration in the design and production of game resources, and in particular, the potential for harnessing students' experiences of teaching and learning through feeding it into curriculum development. The paper also demonstrates the benefits of gamification - through a discussion of the positive student feedback and evaluation received by the developed games

    Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

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    Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition). Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters

    On The Foundations of Digital Games

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    Computers have lead to a revolution in the games we play, and, following this, an interest for computer-based games has been sparked in research communities. However, this easily leads to the perception of a one-way direction of influence between that the field of game research and computer science. This historical investigation points towards a deep and intertwined relationship between research on games and the development of computers, giving a richer picture of both fields. While doing so, an overview of early game research is presented and an argument made that the distinction between digital games and non-digital games may be counter-productive to game research as a whole

    Conceptual dimensions in technology use and acceptance models

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    Advances in information and communication technologies, especially online digital applications, provide new experiences at a personal, community and even social level. To understand how digital technologies influence users' perceptions, what they value most and why they adopt them, conceptual models are developed – and tested – based on predicted causal relationships between latent dimensions, in each context. Digital games are used in the most diverse contexts and by all age groups. Given their relevance in terms of play, fun, or, eventually, in terms of learning or socialization, they have conquered a legion of fans. At the same time, and consequently, the characteristics of games, the role they play for users, and the influence they have on human behavior, are investigated by a growing number of authors, namely in topics, such as, cognition and learning, health and well-being, socialization, advantages, and disadvantages of its use. Digital games derive from the evolution of electronic games, incorporate new technologies and run-on game consoles, computers, cell phones, tablets, and other mobile devices. In this context, we emphasize the use of digital games in teaching and learning among adults. The main objective of this work was to find out what are the more important dimensions in previous studies that analyzed the use of digital games by adults, in the context of teaching and learning. To achieve this goal, we analyzed the most relevant articles that propose and evaluate technology acceptance models in this research topic and were published in the last fifteen years - according to pre-defined inclusion criteria. In this systematic review, we had selected forty-eight scientific papers (indexed), from which the abstracts and keywords were analyzed with textual content analysis techniques, using the Iramuteq 0.7 alpha 2 software - through Descending Hierarchical Classification (DHC), Similitude Analysis and Correspondence Factor Analysis. We considered the following inclusion criteria: articles published in journals or proceedings of international conferences (indexed by Scopus or WoS), between 2006 and 2021, that have at least one significant keyword (serious games, social games, mobile games, or computer games), and are focused on the use and acceptance of digital games among adults – so, only studies that explore technology acceptance models in adults’ samples were considered. The results highlighted the dimensions that have been considered as most relevant in the use of digital games among adults, particularly in terms of teaching and learning. This is also an important contribution at an academic-scientific level, to propose a new conceptual model to explain the adoption of digital games among adults in a broader context – giving us suggestions for future work, such as the possibility of learning through socialization while using online digital games.info:eu-repo/semantics/acceptedVersio

    Student attitudes to games-based skills development: learning from video games in higher education

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    Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to explore how the game-based intervention was perceived. To this end, student attitudes to the use of specified games to develop communication skill, resourcefulness and adaptability are examined. A broadly positive perception of the games' efficacy for skills development is revealed, and the aspects of game play that students believe contribute to skills development are discussed. These aspects include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges. It is suggested that while the games played an important role in skills development, interaction between students, facilitated by game play, was also a significant factor

    Project sanitarium:playing tuberculosis to its end game

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    Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the player taking on the role of a doctor and solving cases across the globe. The project developed as a collaboration between staff and undergraduate students at the School of Arts, Media and Computer Games at Abertay University working with academics and researchers from the Infection Group at the University of St Andrews. The project also engaged industry partners Microsoft and DeltaDNA. The project aimed to educate students through a workplace simulation pedagogical model, encourage public engagement at events and through news coverage and lastly to prototype whether games could be used to simulate a virtual clinical trial. The project was embedded in the Abertay undergraduate programme where students are presented with real world problems to solve through design and technology. The result was a serious game prototype that utilized game design techniques and technology to demystify and educate players about the diagnosis and treatment of one of the world’s oldest and deadliest diseases, TB. Project Sanitarium aims to not only educate the player, but allows the player to become a part of a simulated drug trial that could potentially help create new treatments in the fight against TB. The game incorporates a mathematical model that is based on data from real-world drug trials. The interdisciplinary pedagogical model provides undergraduates with workplace simulation, wider industry collaboration and access to academic expertise to solve challenging and complex problems

    Spartan Daily, November 13, 1998

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    Volume 111, Issue 54https://scholarworks.sjsu.edu/spartandaily/9342/thumbnail.jp
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