23 research outputs found

    ā€œItā€™s just part of being a personā€ā€” Sincerity, Support & Self Expression in Vignette Games

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    Personal vignettes are encapsulated game works with minimal interactions, focused on aspects of lived experiences. Often created by under-represented games creators, they draw on techniques of poetry, art and theatre to tell diverse and complex stories in small spaces. This study explores the experiences of personal vignette creators and their creative processes. The study conducted a thematic analysis of 16 interviews with creators, focusing on how they engaged with their practice and their audiences. The findings suggest that facilitation, experimentation, disruption and expression are cornerstones of the vignette game ethos; a form of game creation under the creator's own terms, which utilises design through positive restriction, as a playful creativity and for self expression

    Neither Grasshopper nor Ant : learning from coding for fun and from gaming [WIP]

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    Gaming for Post-Work Recovery : The Role of Immersion

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    Do People Use Games to Compensate for Psychological Needs During Crises? : A Mixed-Methods Study of Gaming During COVID-19 Lockdowns

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    Do people use games to cope with adverse life events and crises? Research informed by self-determination theory proposes that people might compensate for thwarted basic psychological needs in daily life by seeking out games that satisfy those lacking needs. To test this, we conducted a preregistered mixed-method survey study (n = 285) on peopleā€™s gaming behaviours and need states during early stages of the COVID-19 pandemic (May 2020). We found qualitative evidence that gaming was an often actively sought out and successful means of replenishing particular needs, but one that could ā€˜backfreā€™ for some through an appraisal process discounting gaming as ā€˜unrealā€™. Meanwhile, contrary to our predictions, the quantitative data showed a ā€œrich get richer, poor get poorerā€ pattern: need satisfaction in daily life positively correlated with need satisfaction in games.We derive methodological considerations and propose three potential explanations for this contradictory data pattern to pursue in future research

    A Design Framework for Reflective Play

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    Recent research has begun exploring games as a medium for reflection due to their affordances as interactive systems of challenge. However, little effort has been put into (1) synthesizing insights across studies and disciplines and (2) translating the academic work on reflective play into practical takeaways for game developers. This article takes the first steps toward summarizing existing work on reflective play and translating insights for practical implementation by identifying key game elements present in games that evoke reflection. We divide these elements into five approaches: Disruptions, Slowdowns, Questioning, Revisiting, and Enhancers. Finally, we provide an actionable supplement for practicing game developers to apply these concepts to their games

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    Learning by doing : Intrinsic Integration directs attention to increase learning in games

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    Educational games have long been seen as having great potential, but evidence for their effectiveness is mixed, suggesting deficiencies in our theoretical understanding of learning in games and associated design principles. The principle of ā€œIntrinsic integrationā€ of learning content with game mechanics (Hapgood and Ainsworth, 2011) increases learning in educational games, but the theoretical mechanisms behind the principle are unclear, leading to implementation issues. In response, we performed a pre-registered study (n=210) to test possible motivational, cognitive load or attentional mechanisms for moderating learning at an abstract learning task within an educational game similar to Pacman. Learning was higher in the intrinsically integrated version with no significant effects of motivation or cognitive load leading to the conclusion that intrinsic integration increased learning via an attentional mechanism where players only pay attention to features needed for the game task and ignore task-irrelevant information. We discuss theoretical implications for game learning as well as insights for designers of educational games
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