Serious Games and play Flashcards

1
Q

What are the six characteristics of play according to Huizinga (1950)?

A
  • 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
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2
Q

What factors should be considered when making a serious game according to Prensky?

A
  • 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
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3
Q

What elements does Malone (1981) suggest are essential for designing enjoyable education experiences?

A

Challenge Curiosity Fantasy

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4
Q

What are 3 strategies for creating games for diverse group?

A
    • seek outa lowest common denominator
    • create more than one game
    • provide a non-game alternative
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5
Q

What evolutionary purpose is there for play?

A

Play can simulate hunting and other activities that aid survival Play can help socialisation which has survival benefits Play and games can establish hierarchies

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6
Q

What is philosopher Suits definition of a game?

A

“Playing a game is the voluntary attempt to overcome unnecessary obstacles”

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7
Q

What is prenskys quadrants for merging technology with learning?

A
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8
Q

What does Prensky (2001) state are the three primary reasons why game based learning works?

A
  1. The first is the added engagement that comes from putting the learninginto a game context.
  2. The second is the interactive learning process employed. This can,and should, take many different forms depending on the learninggoals
  3. 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.
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9
Q

What is ahlers and Garris (2002) view on why games work in learning?

A

They conclude that

  1. opportunities for success (from the game’s goals, rules, and control of one’s destiny) lead to a sense of purpose
  2. that curiosity appeal (from surprise, complexity, mystery, and humor) leads to fascination.
  3. that simulated danger (from conflict, sound, graphics, and pace) leads to stimulation
  4. 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.
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10
Q

How do cognitive styles of the younger generation differ acording to prensky (2002)?

A
  1. twitch-speed vs conventional speed
  2. parallel processing vs linear processing
  3. graphics first vs text first
  4. random access vs step-by-step
  5. connected vs stand-alone
  6. active vs passive
  7. play vs work
  8. payoff vs patience
  9. fantasy vs reality
  10. technology-as-friend vs technology-as-foe
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11
Q

What does Gee say a good game typically involves?

A

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.”

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12
Q

What do Michael and Chen (2006) define a serious game as?

A

“A serious game is a game in which education is the primary goal”

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13
Q

What are the eudtainment paradigms proposed by Ritterveld & Webber (2006)

A
  1. Motivational paradigm.
    Encourage take-up by attractive decoration; interesting, enjoyable add-ons.
  2. Reinforcement paradigm.
    Encourage persistence by rewarding successful completions with gratifications
    of some sort.
  3. Merged (or GBL) paradigm.
    Unify separate focuses of paradigms (1) and (2) into single experience.
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14
Q

What does Denis and Jouvelot (2005) say the difference between edutainment and educational games is?

A

“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”

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15
Q

What does McGongial define as the four characteristics of video games?

A
  • 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)
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16
Q

According to Lazzaro (2004) what are they four keys to fun?

A
  • Easy fun
  • Hard fun
  • Altered states
  • People factor
17
Q

What is said to be the relationship between play and games? (Presnky)

A
18
Q

What does prensky (2001) define as the 6 key structural elements of games?

A
  1. Rules
  2. Goals and Objectives
  3. Outcomes and Feedback
  4. Conflict/Competition/Challenge
  5. Interaction
  6. Representation or Story
19
Q

What is flow?

A

Csikszentmihalyi

In a flow state, challenges presented and your ability to solve them are perfectly matched.

Can accomplish tasks you originally thought were beyond you along with feeling a great sense of pleasure.

20
Q

What assumptions does Michael and Chen (2006) recommend to avoid?

A
  • The latest hardware probably isnt available
  • Bigger isnt necessarily better
  • Think through assumptions
  • Shortcuts for fun may not apply
21
Q

What does McGonigal see as the trouble with serious games?

A

The voluntary aspect of play and fun doesnot align with serious games

Personal opinion: A better way might be to have players be forced to play for a small amount of time and let the rest be voluntary. Players might then create this voluntary aspect themselves

22
Q

Sweetser (2005) say the flow experience consists of 8 elements. What are they?

A

(1) a task that can be completed;
(2) the ability to concentrate on the task;
(3) that concentration is possible because the task has clear goals;
(4) that concentration is possible because the task provides immediate feedback;
(5) the ability to exercise a sense of control over actions;
(6) a deep but effortless involvement that removes awareness of the frustrations of
everyday life;
(7) concern for self disappears, but sense of self emerges stronger afterwards; and
(8) the sense of the duration of time is altered.

23
Q

Who are the key authors for serious games and play?

A

Huizinga(1950)

Malone (1981)

Prensky (2001)

Ahlers and Garris (2002)

Michael and Chen (2006)

Denis and Jouvelot (2005) Edutainment

McGongigal

Lazzaro (2004) Keys to fun

24
Q

Challenge Curiosity Fantasy

A

What elements does Malone (1981) suggest are essential for designing enjoyable education experiences?

25
Q

They conclude that

  1. opportunities for success (from the game’s goals, rules, and control of one’s destiny) lead to a sense of purpose
  2. that curiosity appeal (from surprise, complexity, mystery, and humor) leads to fascination.
  3. that simulated danger (from conflict, sound, graphics, and pace) leads to stimulation
  4. 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.
A

What is ahlers and Garris (2002) view on why games work in learning?

26
Q
  1. Motivational paradigm.
    Encourage take-up by attractive decoration; interesting, enjoyable add-ons.
  2. Reinforcement paradigm.
    Encourage persistence by rewarding successful completions with gratifications
    of some sort.
  3. Merged (or GBL) paradigm.
    Unify separate focuses of paradigms (1) and (2) into single experience.
A

What are the eudtainment paradigms proposed by Ritterveld & Webber (2006)

27
Q

“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”

A

What does Denis and Jouvelot (2005) say the difference between edutainment and educational games is?