Ritterfeld / Cody / Vorderer | Serious Games | E-Book | sack.de
E-Book

E-Book, Englisch, 552 Seiten

Ritterfeld / Cody / Vorderer Serious Games

Mechanisms and Effects
Erscheinungsjahr 2009
ISBN: 978-1-135-84890-3
Verlag: CRC Press
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)

Mechanisms and Effects

E-Book, Englisch, 552 Seiten

ISBN: 978-1-135-84890-3
Verlag: CRC Press
Format: EPUB
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)



Serious Games provides a thorough exploration of the claim that playing games can provide learning that is deep, sustained and transferable to the real world. "Serious games" is defined herein as any form of interactive computer-based game software for one or multiple players to be used on any platform and that has been developed to provide more than entertainment to players. With this volume, the editors address the gap in exisiting scholarship on gaming, providing an academic overview on the mechanisms and effects of serious games. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact.

The work in this collection focuses on the desirable outcomes of digital game play. The editors distinguish between three possible effects -- learning, development, and change -- covering a broad range of serious games’ potential impact. Contributions from internationally recognized scholars focus on five objectives:

- Define the area of serious games

- Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes

- Summarize the empirical evidence on the effectiveness of serious games,

- Introduce innovative research methods as a response to methodological challenges imposed through interactive media

- Discuss the possibilities and limitations of selected applications for educational purposes.

Anchored primarily in social science research, the reader will be introduced to approaches that focus on the gaming process and the users’ experiences. Additional perspectives will be provided in the concluding chapters, written from non-social science approaches by experts in academic game design and representatives of the gaming industry. The editors acknowledge the necessity for a broader interdisciplinary study of the phenomena and work to overcome the methodological divide in games research to look ahead to a more integrated and interdisciplinary study of digital games.

This timely and singular volume will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology.

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Weitere Infos & Material


Foreword

Ben Sawyer

PART I. Serious Games: Explication of an Oxymoron

Introduction

Ute Ritterfeld, Michael Cody & Peter Vorderer

Classifying serious games

Rabindra Ratan & Ute Ritterfeld

Enjoyment of digital games: What makes them "seriously" fun?

Hua Wang, Cuihua Shen & Ute Ritterfeld

Serious games and seriously fun games: Can they be one and the same?
Cuihua Shen, Hua Wang & Ute Ritterfeld

PART II. Theories and Mechanisms

SERIOUS GAMES FOR LEARNING

Deep learning properties of good digital games: How far can they go?

Paul Gee

Deep learning and emotion in serious games

Arthur Graesser, Patrick Chipman, Frank Leeming & Suzanne Biedenbach

Psychological and communicological theories of learning and emotion underlying serious games

Jennings Bryant & Wes Fondren

Designing Serious Games for Learning and Health in Informal and Formal Settings

Debra Lieberman

What do children learn from playing digital games?

Fran S. Blumberg & Sabrina S. Ismailer

SERIOUS GAMES FOR DEVELOPMENT

The impact of serious games on childhood development

John Sherry & Jayson Dibble

Designing serious games for children and adolescents: What developmental psychology can teach us

Kaveri Subrahmanyam & Patricia Greenfield

Door to another me: Identity construction through digital game play

Elly Konijn & Marije Nije Bijvank

Identity formation and emotion regulation in digital gaming

Ute Ritterfeld

Serious games for girls? Considering gender in learning with digital games

Yasmin Kafai

Girls as serious gamers: pitfalls and possibilities

Jeroen Jansz & Mirjam Vosmeer

Serious games and social change: Why they (should) work

Christoph Klimmt

Entertainment education through digital games

Hua Wang & Arvind Singhal

PART IV. Methodological Challenges

Melding the power of serious games and embedded assessment to monitor and foster learning: flow and grow

Valerie J. Shute, Matthew Ventura, Malcolm Bauer & Diego Zapata-Rivera

Making the implicit explicit. Embedded measurement in serious games

Gary Bente & Johannes Breuer

Evaluating the potential of serious games: What can we learn from previous research on media effects and educational intervention?

Marco Ennemoser

Improving methodology in serious games research with elaborated theory

James H. Watt

Generalizability and validity in digital game research

Mike Shapiro & Jorge Pena

Designing game research: addressing questions of validity

Niklas Ravaja & Matias Kivikangas

PART V. Applications, Limitations, and Future Directions

Three-dimensional game environments for recovery from stroke

Younbo Jung, Shih-Chih Yeh, Margaret McLaughlin, Albert A. Rizzo & Carolee Winstein

Reducing risky sexual decision-making in the virtual and in the real-world:

Serious games, intelligent agents, and a SOLVE Approach

Lynn C. Miller, John L. Christensen, Carlos G. Godoy, Paul Robert Appleby, Charisse Corsbie-Massay, and Stephen J. Read

From serious games to serious gaming

Henry Jenkins, Brett Camper, Alex Chisholm, Neal Grigsby, Eric Klopfer, Scot Osterweil, Judy Perry. Philip Tan,

Matthew Weise & Teo Chor Guan

Immersive serious games for large scale multiplayer dialogue and co-creation
Stacey Spiegel & Rodney Hoinkes

The gaming dispositif. An analysis of serious games from a humanities perspective

Joost Raessens


Ute Ritterfeld, Professor for Media Psychology, received her education in the Health Sciences (Academy of Rehabilitation in Heidelberg) and in Psychology (University of Heidelberg), completed her Ph.D. in Psychology (Technical University in Berlin), and habilitated at the University of Magdeburg, Germany. She was Assistant Professor at the University of Magdeburg, Adjunct Professor at the Universities of Berlin (Humboldt) and Hannover, and Associate Professor at the University of Southern California (USC) in Los Angeles, Annenberg School for Communication. At USC, Ritterfeld directed an interdisciplinary research team devoted to the studies of digital games and hosted the inaugural academic conference on serious games. In 2007, Ritterfeld joined the faculty of Psychology and Education at the VU University Amsterdam and co-founded the Center for Advanced Media Research Amsterdam (CAMeRA@VU) where she serves as director of interdisciplinary research. Ritterfeld co-edits the Journal of Media Psychology published by Hogrefe.

Michael Cody is Professor of Communication at the University of Southern California Annenberg School for Communication. He earned his Ph.D. in Communication at Michigan State University in 1978, where he focused on research methods and face to face social influence processes. He has authored or edited books in persuasion, interpersonal communication and entertainment education. He is the editor of the Journal of Communication (2009-2012).

Peter Vorderer (Ph.D., Technical University of Berlin), is Scientific Director of the Center for Advanced Media Research Amsterdam (CAMeRA) and head of the Department of Communication Science, VU University Amsterdam, The Netherlands. He specializes in media use and media effects research with a special focus on media entertainment and digital games. Together with Dolf Zillmann and Jennings Bryant, he has edited three well-recognized volumes on media entertainment and video games.



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