E-Book, Englisch, 552 Seiten
Ritterfeld / Cody / Vorderer Serious Games
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.
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Kommunikationswissenschaften
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