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Journal of Gaming and Virtual Worlds最新文献

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Special issue on digital game-based language learning: Practices, pedagogies and designs 关于基于数字游戏的语言学习:实践,教学法和设计的特刊
IF 0.4 Q3 Computer Science Pub Date : 2019-03-01 DOI: 10.1386/JGVW.11.1.3_2
S. Melchor-Couto, Isabel Balteiro
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引用次数: 0
Virtual worlds and language learning 虚拟世界和语言学习
IF 0.4 Q3 Computer Science Pub Date : 2019-03-01 DOI: 10.1386/JGVW.11.1.29_1
S. Melchor-Couto
Technology has made an invaluable contribution to foreign language (FL) teaching, particularly so in recent years. The advanced technical capabilities offered by digital games, including voice and text chat, take the use of computer-mediated communication in language learning one step further, allowing for remote, anonymous and situated learner interaction. This article presents an overview on how virtual worlds (VWs) are being used for educational purposes and for FL teaching in particular. A literature review on existing research has been included, covering areas such as FL interaction, impact on affective variables and attitudes towards the use of these environments. Special attention will be devoted to how VW interaction may affect students’ anxiety, motivation and self-efficacy beliefs. Finally, teacher perceptions will be explored through the data collected among 179 secondary school FL teachers participating in the EU-funded TeCoLa project (‘Pedagogical differentiation through telecollaboration and gaming for intercultural and content integrated language teaching’).
科技对外语教学做出了不可估量的贡献,尤其是近年来。数字游戏提供的先进技术能力,包括语音和文字聊天,将计算机媒介交流在语言学习中的应用向前推进了一步,允许远程、匿名和情境学习者互动。本文概述了虚拟世界(VWs)如何被用于教育目的,特别是外语教学。对现有研究进行了文献综述,涵盖了FL相互作用,对情感变量的影响以及对这些环境使用的态度等领域。将特别关注大众互动如何影响学生的焦虑、动机和自我效能感信念。最后,将通过参与欧盟资助的TeCoLa项目(“通过远程协作和游戏进行跨文化和内容整合语言教学的教学差异化”)的179名中学外语教师收集的数据来探索教师的看法。
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引用次数: 5
Realizing multiple literacies through game-enhanced pedagogies: Designing learning across discourse levels 通过游戏强化教学法实现多元素养:设计跨语篇层次的学习
IF 0.4 Q3 Computer Science Pub Date : 2019-03-01 DOI: 10.1386/JGVW.11.1.9_1
Chantelle N Reynwar, Diane Richardson, Kristin Lange
One of the primary struggles for scholars and practitioners of instructed foreign languages today is how to best teach language as discourse in all its complexity. Digital games, as massively semiotic ecologies, arguably offer a unique opportunity for language learners to experience that complexity in action. This article provides a model for teaching language as discourse in action through digital games, as a means of presenting language learners with opportunities to experience the complexity of text, genre and discourse. The model integrates three levels of discourse essential to digital gaming: (1) the designs of the games, (2) the interactions between gamers, both those that take part in the gaming platform (such as in-game chats) and those between participants in the classroom and (3) social discourses about gaming.
当今外语教学的学者和实践者面临的主要问题之一是如何最好地将复杂的语言作为话语进行教学。数字游戏作为大规模的符号生态,可以说为语言学习者提供了一个独特的机会来体验这种复杂性。本文提供了一种通过数字游戏将语言作为话语进行教学的模式,作为一种向语言学习者提供体验文本、体裁和话语复杂性的机会的手段。该模型整合了数字游戏必不可少的三个层面的讨论:(1)游戏设计;(2)玩家之间的互动,包括参与游戏平台的玩家(如游戏内聊天)和课堂参与者之间的互动;(3)关于游戏的社交讨论。
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引用次数: 4
The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst, Christopher A. Paul (2018) 《电子游戏的有毒精英统治:为什么游戏文化最糟糕》,Christopher A.Paul(2018)
IF 0.4 Q3 Computer Science Pub Date : 2019-03-01 DOI: 10.1386/JGVW.11.1.85_5
Ian Faith
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引用次数: 0
Video Games and the Mind: Articles on Cognition, Affect, and Emotion, Bernard Perron and Felix Schröter (eds) (2016) 电子游戏与心灵:关于认知、情感和情感的文章,Bernard Perron和Felix Schröter(编辑)(2016)
IF 0.4 Q3 Computer Science Pub Date : 2019-03-01 DOI: 10.1386/JGVW.11.1.90_5
J. Misak
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引用次数: 1
Clustering analysis of game-based learning: Worth it for all students? 游戏学习的聚类分析:值得所有学生学习吗?
IF 0.4 Q3 Computer Science Pub Date : 2019-03-01 DOI: 10.1386/JGVW.11.1.45_1
M. Palomo-duarte, Anke Berns, Andrés Yáñez Escolano, J. Dodero
Game-based learning has proven to be effective for enhancing student motivation and learning outcomes. In this study, the authors first designed and then tested a 3D virtual world-based video game to support students in learning a foreign language. Two data mining clustering techniques are used to analyse the impact of the game on learning processes and outcomes. The aim is to classify students according to learning outcomes, by comparing specific language competencies, such as the grammar, vocabulary and writing, before, during and after a case study. The case study used here involved 102 undergraduate German language students from the A1.2 level (CEFR). The results obtained from the application of two different clustering techniques indicate that learners do not all benefit from game-based learning in the same way; some students might better develop language competencies through more conventional and guided learning approaches.
基于游戏的学习已被证明对提高学生的动机和学习成果是有效的。在这项研究中,作者首先设计并测试了一款基于3D虚拟世界的视频游戏,以支持学生学习外语。使用两种数据挖掘聚类技术来分析游戏对学习过程和结果的影响。其目的是在案例研究之前、期间和之后,通过比较特定的语言能力,如语法、词汇和写作,根据学习结果对学生进行分类。这里使用的案例研究涉及102名来自A1.2水平(CEFR)的德语本科生。两种不同聚类技术的应用结果表明,并非所有学习者都以相同的方式从基于游戏的学习中受益;一些学生可能会通过更传统和有指导的学习方法来更好地发展语言能力。
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引用次数: 7
Book Review 书评
IF 0.4 Q3 Computer Science Pub Date : 2018-10-01 DOI: 10.1386/jgvw.10.3.295_5
Patrick J. Lang
Kriegsspiel, Hexes and the Nonkinetic: Tripping the CRT fantastic – Zones of Control: Perspectives on Wargaming, Pat Harrigan and Matthew G. Kirschenbaum (eds) (2016)Cambridge: The MIT Press, 806 pp.,ISBN 978-0-26203-399-2, h/bk, $50.00
Kriegsspiel,Hexes和非动能:绊倒CRT的奇妙之处——控制区:战争游戏的视角,Pat Harrigan和Matthew G.Kirschenbaum(编辑)(2016)剑桥:麻省理工学院出版社,806页,ISBN 978-0-26203-399-2,h/bk,50.00美元
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引用次数: 0
Automation of play: Theorizing self-playing games and post-human ludic agents 游戏自动化:将自我游戏和后人类的荒唐代理人理论化
IF 0.4 Q3 Computer Science Pub Date : 2018-10-01 DOI: 10.1386/JGVW.10.3.203_1
Sonia Fizek
This article offers a critical reflection on automation of play and its significance for the theoretical enquiries into digital games and play. Automation has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. On the following pages, the author explores various instances of automated non-human play and proposes a post-human theoretical lens, which may help to create a new framework for the understanding of video games, renegotiate the current theories of interaction prevalent in game studies, and rethink the relationship between human players and digital games.
本文对游戏自动化及其对数字游戏和游戏理论研究的意义进行了批判性反思。在电子游戏领域,自动化已经成为一种越来越引人注目的现象,表现为自我游戏世界、自我扮演的角色和穿越多人空间的非人类代理。在接下来的几页中,作者探索了自动化非人类游戏的各种实例,并提出了一个后人类理论视角,这可能有助于为理解电子游戏创建一个新的框架,重新谈判当前游戏研究中流行的互动理论,并重新思考人类玩家与数字游戏之间的关系。
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引用次数: 2
Autonomous eMotorsports racing games: Emerging practices as speculative fictions 自主eMotorsports赛车游戏:投机小说的新兴实践
IF 0.4 Q3 Computer Science Pub Date : 2018-10-01 DOI: 10.1386/JGVW.10.3.261_1
W. Scacchi
Motorsports games and simulated automobile racing occupy a dynamic genre of computer games for entertaining play, critical game studies and ‘auto-play’. This article utilizes the lens of speculative design to present six scenarios that seek to motivate the design of autonomous eMotorsports games and play experiences through alternative design fictions. These fictions serve to help identify and tease out how different socio-technical configurations emerging around autonomous vehicles, motorsports games, sim racing user interfaces and user experiences, embrace or exclude different stakeholders. These stakeholders can shape how autonomous eMotorsports games, game play and game viewing will emerge and prosper. These fictions also serve as a narrative web of possible socio-technical configurations open to critical review through: (1) transhumanist spectacle and spectating; (2) technofeminist and gendered framings of these configurations; and (3) whether digital artefacts configured to realize autonomous eMotorsports games have politics.
赛车游戏和模拟赛车占据了一种动态的计算机游戏类型,用于娱乐游戏、批判性游戏研究和“汽车游戏”。本文运用思辨设计的视角,呈现了六个场景,试图通过另类设计小说来激励自主电动赛车游戏的设计和游戏体验。这些虚构故事有助于识别和梳理围绕自动驾驶汽车、赛车游戏、模拟赛车用户界面和用户体验出现的不同社会技术配置是如何接纳或排斥不同的利益相关者的。这些利益相关者可以塑造自主电动汽车运动游戏、游戏玩法和游戏观看将如何出现和繁荣。这些小说还充当了一个可能的社会技术配置的叙事网,通过以下方式接受批判性评论:(1)超人文主义的奇观和观看;(2) 这些配置的技术女权主义和性别框架;以及(3)被配置为实现自主电动汽车运动游戏的数字人工制品是否具有政治性。
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引用次数: 6
Let’s not play: Interpassivity as resistance in ‘Let’s Play’ videos 让我们不要玩:“让我们玩”视频中的互动性作为阻力
IF 0.4 Q3 Computer Science Pub Date : 2018-10-01 DOI: 10.1386/JGVW.10.3.219_1
A. Gekker
This article examines contemporary practices of ‘idling’ (playing ‘idle games’) and ‘let’s playing’ (watching ‘Let’s Play’ [LP] videos of performed gameplay) as forms of power and resistance in the attention economy. Through the prism of interpassivity, a theory developed by Robert Pfaller and Slavoj Žižek, it establishes idling as relegating certain enjoyment from gameplay to the machine, while reproducing the anxieties associated with digital work as a whole. LPs, on the other hand, position the viewer as a critical analyst rather than a hands-on player. This vicarious experience of delegating play to others can allow avoidance and disengagement, which in turn may allow for a critical examination of the system as whole. As I will argue in this article, such interpassive practices can thus be seen as forms of resistance enabling users to step outside the controlling mechanism of digital media and the associated cybernetic feedback loops.
这篇文章探讨了“空转”(玩“空转游戏”)和“让我们玩”(观看表演游戏的“let's Play”[LP]视频)作为注意力经济中的权力和阻力形式的当代实践。通过罗伯特·普法勒(Robert Pfaller)和斯拉沃吉泽克(Slavojžižek。另一方面,LP将观众定位为批判性分析师,而不是动手的玩家。这种将游戏委托给他人的替代体验可以避免和脱离,这反过来又可以对整个系统进行批判性的检查。正如我将在这篇文章中所说的那样,这种互动实践可以被视为一种阻力形式,使用户能够走出数字媒体的控制机制和相关的控制论反馈回路。
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引用次数: 12
期刊
Journal of Gaming and Virtual Worlds
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