12 research outputs found

    The Distant Horizon: investigating the relationship between social sciences academic research and game development

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    Research in the social sciences devotes a great amount of attention to investigating the impact of video games on the individual and on society. However, results generated by this research often fail to inform game development. The present study investigated the outreach of research conducted by the academic community by interviewing 30 game developers and 14 researchers, highlighting critical aspects in the relationship between game research and game industry. Specifically, we found that the difference in priorities, speed cycles, and dissemination practices between these two contexts hinder communication. Subsequently, we carried out a focus group for a set of developers and researchers (N=6) with the aim of eliciting recommendation for improving communication between academics and developers. Among the recommendations to emerge were calls to diversify dissemination channels, promote joint conferences and develop research-production partnerships. It was felt such measures could strengthen the influence of research results outside the academic community

    Educational games as a motivational tool: Considerations on their potential and limitations

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    There is considerable interest in leveraging video games to support students’ motivation. This involves employment of educational (serious) and entertainment games. However, while evidence indicates that games can enhance learning outcomes, doubts persist about whether they retain their enjoyable character in formal learning contexts. This study was carried out within the H2020 Gaming Horizons project, which involved a review of academic literature on the role of games in society, as well as 73 semi-structured interviews with relevant stakeholders, including players and educators, investigating their positions on game-related issues. The interviews suggested that players tend to view game-based learning – and specifically serious games at school – with scepticism. This is partly attributable to the perception that serious games have lower production values than entertainment games, and that gaming, as a voluntary, self-driven activity, clashes with the structured nature of school. Some educators reported individual and gender differences in the motivating power of games. However, the use of entertainment games to foster learning outcomes was seen favourably. Two focus groups devoted to the issue highlighted the need for carefully tailoring the gaming experience to both context and student, and the importance of developing a sustainable business model for enhancing serious games quality

    Creating a tool for early years education: design, development, and outcomes

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    A retrospective of the BUas contribution to the ALT-ER educational game project. The game's design and development was led by BUas, and the content with created in conjunction with other partners in the ALT-ER project. The game was a tool to facilitate conversations between young children and adults about topics that are of importance to their development. Unlike many educational games, the purpose was not to explicitly teach, instead it was to create a playful space in which children could explore and explain their experiences. This facilitated insights from the adults into the thoughts of the children and assisted in guiding their development. The core basis was to not replace the expertise of teachers, but instead to make their work easier. Design considerations for young children and adults were discussed

    Creating a tool for early years education: design, development, and outcomes

    No full text
    A retrospective of the BUas contribution to the ALT-ER educational game project. The game's design and development was led by BUas, and the content with created in conjunction with other partners in the ALT-ER project. The game was a tool to facilitate conversations between young children and adults about topics that are of importance to their development. Unlike many educational games, the purpose was not to explicitly teach, instead it was to create a playful space in which children could explore and explain their experiences. This facilitated insights from the adults into the thoughts of the children and assisted in guiding their development. The core basis was to not replace the expertise of teachers, but instead to make their work easier. Design considerations for young children and adults were discussed

    Exploring players’curiosity-driven behaviour in unknown videogame environments

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    Curiosity is a fundamental trait of human nature, and as such, it has been studied and exploited in many aspects of game design. However, curiosity is not a static trigger that can just be activated, and game design needs to be carefully paired with the current state of the game flow to produce significant reactions. In this paper we present the preliminary results of an experiment aimed at understanding how different factors such as perceived narrative, unknown game mechanics, and non-standard controller mapping could influence the evolution of players’ behaviour throughout a game session. Data was gathered remotely through a puzzle game we developed and released for free on the internet, and no description on potential narrative was provided before gameplay. Players who downloaded the game did it on their free will and played the same way they would with any other game. Results show that initial curiosity towards both a static and dynamic environment is slowly overcome by the sense of challenge, and that interactions that were initially performed with focus lose accuracy as result of players’ attention shift towards the core game mechanics
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