Serious Games and play Flashcards
What are the six characteristics of play according to Huizinga (1950)?
- Voluntary - play to order is no longer play
- Pretend - play is not ordinary or real life
- Immersive - takes up the players full attention
- Magic circle - it is played out within certain limits of time and place
- Rules - it creates order, is order
- Social - people in similar type of play identify themselves as a group
What factors should be considered when making a serious game according to Prensky?
- The audience
- The subject matter
- The business and political context
- Th technology available
- The resources and experience that can be brought to bear
- How you plan to distribute
What elements does Malone (1981) suggest are essential for designing enjoyable education experiences?
Challenge Curiosity Fantasy
What are 3 strategies for creating games for diverse group?
- seek outa lowest common denominator
- create more than one game
- provide a non-game alternative
What evolutionary purpose is there for play?
Play can simulate hunting and other activities that aid survival Play can help socialisation which has survival benefits Play and games can establish hierarchies
What is philosopher Suits definition of a game?
“Playing a game is the voluntary attempt to overcome unnecessary obstacles”
What is prenskys quadrants for merging technology with learning?
What does Prensky (2001) state are the three primary reasons why game based learning works?
- The first is the added engagement that comes from putting the learninginto a game context.
- The second is the interactive learning process employed. This can,and should, take many different forms depending on the learninggoals
- The third is the way the two are put together in the whole package.There are many ways to do this, and the best solution is highly contextual.
What is ahlers and Garris (2002) view on why games work in learning?
They conclude that
- opportunities for success (from the game’s goals, rules, and control of one’s destiny) lead to a sense of purpose
- that curiosity appeal (from surprise, complexity, mystery, and humor) leads to fascination.
- that simulated danger (from conflict, sound, graphics, and pace) leads to stimulation
- that social reinforcement, (both real, from online conversations, and game chat rooms, and simulated, from scoreboards and game interactions) leads to a sense of competence.
How do cognitive styles of the younger generation differ acording to prensky (2002)?
- twitch-speed vs conventional speed
- parallel processing vs linear processing
- graphics first vs text first
- random access vs step-by-step
- connected vs stand-alone
- active vs passive
- play vs work
- payoff vs patience
- fantasy vs reality
- technology-as-friend vs technology-as-foe
What does Gee say a good game typically involves?
A good video game adapts to the level of
the player, rewards different players differently (but rewards them all), and often stays at the edge of the player’s regime of competence.”
What do Michael and Chen (2006) define a serious game as?
“A serious game is a game in which education is the primary goal”
What are the eudtainment paradigms proposed by Ritterveld & Webber (2006)
- Motivational paradigm.
Encourage take-up by attractive decoration; interesting, enjoyable add-ons. - Reinforcement paradigm.
Encourage persistence by rewarding successful completions with gratifications
of some sort. - Merged (or GBL) paradigm.
Unify separate focuses of paradigms (1) and (2) into single experience.
What does Denis and Jouvelot (2005) say the difference between edutainment and educational games is?
“The main characteristics that differntiates edutainment and video games is interactivity, because the former being grounded on didactical and linear progressions, no place is left to wandering and alternatives”
What does McGongial define as the four characteristics of video games?
- goal – (obvious)
- rules – constraints and means to achieve the goal
- feedback system – tells players how well they’re doing (scoreboard, levels, fanfares)
- voluntary participation – willingly accept rules and abide by them; freedom to enter / leave the game (so no coercion)