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Toxicity or Prosociality?: Civic Value and Gaming Citizenship in Competitive Video Game Communities
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-09-14 DOI: 10.1177/10468781241277899
Jin Kim, Naishly Ortiz
BackgroundOnline multiplayer video games are characterized by competitiveness and collaboration: the former resonates with toxicity and the latter with civic values. While it is urgent to consider efficient ways to cope with toxicity, it is worth interrogating how gamers shift between toxic competitiveness and gaming citizenship.AimDrawing on feminist game studies, gaming citizenship, and ludic ethics approaches, this study examined how gamers embrace and resist toxic behaviors simultaneously in community contexts.MethodWe conducted in-depth interviews with twenty-two Overwatch players from June 2021 to May 2023 to elaborate the players experiences of toxic behaviors, their coping mechanisms, and the roles of gaming communities. Purposive and snowball samplings were used to recruit participants who regularly played competitive modes in Overwatch.ResultsFrom the interviews, two types of toxicity (tolerable, intolerable) were identified. Of the anti-toxic measures, ignoring was addressed as a common but problematic measure, while intervention as most effective measure. Gamers’ involvement in communities was discussed within three common frameworks: prosociality, gamer education, and gamer transformation. Overall, the interviewees showed ambivalence toward usage of anti-toxic measures. With limitations, we found that game communities can serve a venue for gaming citizenship to provide institutional supports for gamers.ConclusionThis study contributes to scholarship on gaming toxicity and gaming citizenship. Our study illustrated that gaming communities are battlegrounds between prosociality and toxicity. We do not see vilification of toxicity as a panacea for toxic gaming problems. In that sense, gaming citizenship discourses helps to rekindle debate about stigmatized assumptions about toxicity.
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引用次数: 0
The Importance of Relaxation and Vacation for Healthcare Workers: Playtime! 医护人员放松和休假的重要性:娱乐时间
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-30 DOI: 10.1177/10892532241280461
Marlies P. Schijven, Toshiko Kikkawa
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引用次数: 0
On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study 关于高校学生对游戏化和游戏式学习的前认知:系统绘图研究
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-19 DOI: 10.1177/10468781241271082
John Henry, Fujia Li, Sylvester Arnab
BackgroundThe fields of gamification and game-based learning are growing and changing quickly, with researchers investigating the use of gamification in education using various methods and in numerous case studies, however, no research investigates the significance pre-perception of higher education students has in gamification, game-based learning, and serious games studies.ObjectiveWe perform a systematic mapping to identify the gaps in our understanding on the effects of pre-perception in gamification, focusing on the under-researched area of gamification and game-based learning applications for higher education.ResultsWe present three main findings: (1) Current research on the effects of higher education’s students' pre-perception of gamification and game-based learning are limited. (2) The limited available research indicates perception towards gamification and game-based learning in participants may impact on the effectiveness of game-based solutions, but more research is required to better understand the relationship. (3) A significant body of new research work is required to examine how student perception can affect the effectiveness of gamification and game-based learning solutions in higher education.ConclusionOur understanding of the effect pre-perception may have on the results reported by research on gamification applications for higher education is limited. We encourage more, non-empirical research, to be conducted around pre-perception, and more research that considers gamification and game-based learning applications for higher education.
背景游戏化和基于游戏的学习领域正在迅速发展和变化,研究者们使用各种方法和大量案例研究了游戏化在教育中的应用,然而,还没有研究调查高等教育学生的前认知在游戏化、基于游戏的学习和严肃游戏研究中的意义。结果我们得出了三个主要发现:(1)目前关于高校学生对游戏化和游戏化学习的前认知影响的研究非常有限。(2)有限的现有研究表明,参与者对游戏化和游戏化学习的认知可能会影响游戏化解决方案的效果,但还需要更多的研究来更好地理解两者之间的关系。(3) 需要大量新的研究工作来探讨学生的认知如何影响高等教育游戏化和基于游戏的学习方案的有效性。 结论我们对高等教育游戏化应用研究报告结果的前认知可能产生的影响的理解是有限的。我们鼓励围绕前认知开展更多的非实证研究,以及更多考虑高等教育游戏化和基于游戏的学习应用的研究。
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引用次数: 0
Change the Rules! 改变规则!
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-07 DOI: 10.1177/10468781241271497
Marlies P. Schijven, Toshiko Kikkawa
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引用次数: 0
Using Social Media Data to Understand Citizen Perceptions of Urban Planning in a City Simulation Game 在城市模拟游戏中利用社交媒体数据了解市民对城市规划的看法
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-02 DOI: 10.1177/10468781241271080
Yujia Qiu, Yanliu Lin, Junyao He, Hongmei Lu
BackgroundCity simulation games provide players a gaming experience by simulating different aspects of the real city. While there is an increasing scholarly interest in games for social learning and education, little research has been conducted to understand citizen perceptions and understanding of urban planning issues in city simulation games.AimThis study aims to understand the affective perception and cognitive learning of citizens regarding urban planning elements in the online communities of Cities: Skylines.Research MethodsWe develop a new methodological approach based on social media data analytics. Large datasets were scraped from Reddit, the most popular social media platform for video game players. The collected data were subjected to content analysis and sentiment analysis that identify different types of topics and emotions to understand citizens’ cognitive and affective perspectives.Key Findings and ConclusionThe findings show that positive emotions were often about the game design, while negative emotions conveyed real-world planning problems such as transportation concerns. The cognitive dimension uncovered citizens’ urban recognition tied to personal experiences in various geographical contexts. This study has practical implications for game design for urban planning.
背景城市模拟游戏通过模拟真实城市的不同方面为玩家提供游戏体验。虽然学术界对游戏促进社会学习和教育的兴趣与日俱增,但很少有研究了解市民对城市模拟游戏中城市规划问题的看法和理解:研究方法我们开发了一种基于社交媒体数据分析的新方法。我们从最受视频游戏玩家欢迎的社交媒体平台 Reddit 搜集了大量数据集。主要研究结果和结论研究结果表明,积极情绪通常与游戏设计有关,而消极情绪则传达了现实世界中的规划问题,如交通问题。认知维度揭示了市民在不同地理环境中与个人经历相关的城市认知。这项研究对城市规划游戏设计具有实际意义。
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引用次数: 0
Forced to Choose Silence: Social Gaming with Disabilities 被迫选择沉默残疾人社交游戏
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-24 DOI: 10.1177/10468781241259831
Pauliina Baltzar, Lobna Hassan, Markku Turunen
BackgroundSocialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others.AimThis study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming?MethodWe conducted a survey study which focused on experiences of gaming with disabilities. In total 92 responses were analyzed.ResultsThe results suggest that gamers with disabilities play digital multiplayer games locally and online with friends, family, strangers, and people they know. The most used communication methods were speech, text, and built-in features. However, some were not communicating at all due to a lack of suitable communication methods. Furthermore, communication varied depending on if the gaming was happening online or locally, and depending on the gaming companions.DiscussionThe results align with previous research indicating that people with disabilities engage in gaming with friends, family, and strangers similar to any other gamer. However, there is a lack of studies on how people generally communicate in games, nonetheless, as speech and text communication methods are most commonly seen in games, we can assume that they are the most used communication methods for all gamers.Limitations and Future ResearchThis study has limitations both related to the survey questions and the survey participants. We cannot be sure if all understood the questions in the same way, furthermore, most of the participants were experienced Finnish gamers with physical disabilities which could have skewed the results. Further research is necessary to address these limitations and broaden the scope of the study's findings.ConclusionsBased on the results, we argue that games should provide multiple means of communication to make social gaming more accessible.
背景游戏过程中的社交对于残障人士和非残障人士来说都是游戏的一个重要方面。本研究调查了残障人士的社交游戏体验,重点研究了以下问题:1)残障人士与谁一起玩游戏;2)残障人士在游戏时如何交流。结果表明,残疾游戏玩家在本地和网络上与朋友、家人、陌生人和熟人一起玩多人数字游戏。使用最多的交流方式是语音、文本和内置功能。然而,有些人由于缺乏合适的交流方式而根本不进行交流。此外,交流方式也因游戏是在网上还是本地进行以及游戏同伴的不同而不同。尽管如此,由于语音和文字交流方式在游戏中最为常见,因此我们可以认为它们是所有游戏玩家最常用的交流方式。我们无法确定是否所有人都以同样的方式理解了问题,此外,大多数参与者都是有身体残疾的芬兰资深游戏玩家,这可能会使结果出现偏差。我们认为,游戏应提供多种交流方式,使社交游戏更加无障碍。
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引用次数: 0
Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs) 电子游戏心理动机量表(PMPVGs)的开发与验证
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-21 DOI: 10.1177/10468781241260861
Mustafa Can Gursesli, Alessia Martucci, Alan D.A. Mattiassi, Mirko Duradoni, Andrea Guazzini
BackgroundThe gaming industry is experiencing rapid growth, and videogames in various forms have become an integral part of our daily routines. While research has delved into motivations for playing specific types of videogames, such as online multiplayer games, there is still a need for exploration of the broader concept of video game engagement, irrespective of the genre.AimThe primary aim of this study was to develop and validate a gaming motivation scale that focuses on the intrinsic reasons and psychological aspects of video game motivation. Additionally, the goal was to create a scale that does not rely on game genres to assess gamers’ motivational profiles.Research methodsThe study was conducted in two phases, involving a total of 2641 Italian participants. In the first phase, exploratory factor analysis (EFA) was performed with data from Italian 543 participants ( M = 28.92; sd = 8.26). In the second phase, confirmatory factor analysis (CFA) was conducted with data collected from 2098 participants ( M = 31.60, sd = 8.81), showing an adequate fit to the theorized model (𝑥2 (878) =3843.28; CFI = .95, TLI = .95, RMSEA = .040, and SRMR = .042).Key Findings and DiscussionIn the first part of the study, EFA confirmed 14 dimensions out of the original 18. While CFA demonstrated that the scale had good reliability, with values ranging from .77 to .94. Furthermore, significant correlations were found between the Psychological Motivations for playing Video Games (PMPVGs) scale and dimensions from the Motives for Online Gaming Questionnaire (MOGQ) and Gaming Motivation Scale (GAMS) scales. The final version of the scale comprises 12 dimensions with 45 items in total and it holds potential to explore the players’ psychological needs satisfied through the gaming activity.
背景游戏产业正在经历快速增长,各种形式的电子游戏已经成为我们日常生活中不可或缺的一部分。本研究的主要目的是开发并验证一种游戏动机量表,该量表侧重于电子游戏动机的内在原因和心理方面。研究方法本研究分两个阶段进行,共有 2641 名意大利参与者参与。在第一阶段,对来自 543 名意大利参与者的数据进行了探索性因子分析(EFA)(M = 28.92;sd = 8.26)。在第二阶段,对收集到的 2098 名参与者的数据进行了确认性因素分析(CFA)(M = 31.60,sd = 8.81),结果显示与理论模型充分拟合(𝑥2 (878) =3843.28; CFI = .95, TLI = .95, RMSEA = .040, SRMR = .042)。CFA 表明量表具有良好的信度,信度值在 0.77 至 0.94 之间。此外,还发现玩电子游戏的心理动机量表(PMPVGs)与在线游戏动机问卷(MOGQ)和游戏动机量表(GAMS)的维度之间存在明显的相关性。该量表的最终版本包括 12 个维度,共 45 个项目,具有探索玩家通过游戏活动满足心理需求的潜力。
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引用次数: 0
An Educational Game to Learn Picking Techniques in Warehousing – WareMover 学习仓储拣选技术的教育游戏 - WareMover
IF 2 Q1 Social Sciences Pub Date : 2024-05-29 DOI: 10.1177/10468781241258606
Sven Franke, Sandro Hermes, Moritz Roidl
BackgroundSerious games and game-based learning are widely used in education. Gaming in logistics education relies on serious gaming with no or less consideration on enjoyment.InterventionThis study examines in a first step whether and if so, how (serious) games are used as part of logistics majors’ curricula at German universities. Based on the findings, an entertainment game about warehousing is developed and validated.MethodsWarehousing is an application-based discipline in which the operation of different picking techniques has an impact on the order picking. To help students understand the impact of such techniques, the 2D game WareMover was developed. The open-access game combines education and entertainment with different gamification objects and can be played in singleplayer or multiplayer mode. In this competitive 2D game, the objective is to pick orders by navigating around the warehouse towards the right shelf and to click on the correct storage compartment. The player has to achieve the highest score, which is determined by the fastest and least erroneous delivery. Four different picking techniques can be used in two game modes.ResultsThe results of a 14-player game session are presented. All players played both game variants with all picking techniques and completed a questionnaire. The players rated the game as user-friendly, entertaining, didactically useful, suitable for teaching and education, and engaging. In addition, the majority of players would play the game again and recommend it to others.ConclusionThe open-source game WareMover can contribute to studies in the field of warehousing by teaching students about picking techniques and the differences between these techniques. The novel game approach of interpreting a serious game as an entertainment game can increase the enjoyment and motivation of the players.
背景严肃游戏和基于游戏的学习被广泛应用于教育领域。本研究首先探讨了德国大学物流专业的课程是否使用(严肃)游戏,如果使用,又是如何使用的。方法仓储是一门以应用为基础的学科,其中不同分拣技术的操作会对订单分拣产生影响。为了帮助学生了解这些技术的影响,我们开发了 2D 游戏 WareMover。这款开放式游戏将教育和娱乐与不同的游戏化对象相结合,可以单人或多人模式进行游戏。在这款 2D 竞技游戏中,玩家的目标是在仓库中寻找正确的货架,并点击正确的储物格,从而拣选订单。玩家必须以最快的速度和最少的错误交付获得最高分。在两种游戏模式中可以使用四种不同的拣选技术。所有玩家都使用了所有拣货技术玩了两种游戏变体,并填写了一份调查问卷。玩家对游戏的评价是:用户友好、娱乐性强、教学实用、适合教学和教育、引人入胜。此外,大多数玩家会再次玩这款游戏,并向其他人推荐这款游戏。 结论开源游戏《WareMover》可以通过向学生传授拣选技术以及这些技术之间的差异,为仓储领域的研究做出贡献。将严肃游戏解释为娱乐游戏的新颖游戏方法可以提高玩家的乐趣和积极性。
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引用次数: 0
Making a Better Future Using Simulation and Gaming 利用模拟和游戏创造更美好的未来
IF 2 Q1 Social Sciences Pub Date : 2024-05-11 DOI: 10.1177/10468781241239192
Marlies P. Schijven, Toshiko Kikkawa
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引用次数: 0
Studying the Use of Virtual Reality Learning Environments to Engage School Children in Safe Cycling Education 研究利用虚拟现实学习环境让学童参与自行车安全教育
IF 2 Q1 Social Sciences Pub Date : 2024-05-11 DOI: 10.1177/10468781241246566
Jaakko Vuorio
BackgroundThe promotion of cycling for children is beneficial from a health and environmental perspective, however road safety and awareness amongst this age group remain a considerable issue. As children are developing their cognitive and physical abilities, they are considered a high-risk group for injuries and fatalities on the roads. Virtual learning environments have demonstrated promising ways to engage children in learning about road risks and teach children about safe cycling.InterventionA web-based Virtual Learning Environment (VLE) and Virtual Reality (VR) environment was designed to offer a platform for schoolchildren to learn about safe cycling and to develop skills for them to better detect hazards in traffic. Both learning environments were used by 455 school children and 20 class teachers.MethodsFun toolkit methods, specifically designed for child participants were used to assess the design of the technology, and for teachers a qualitative survey to provide evidence around the use of both learning environments.ResultsResults suggest both learning environments were appealing for lower school grade participants. For grades five and six a need to review the relevance and user design of the learning content was evident. The VR environment was highly attractive across all school grades, suggesting that VR could be a feasible way to teach road safety and safe cycling for school children.DiscussionAlthough VLE and VR environment were attractive and fun to use, some users of VR experienced motion sickness. This would need to be considered and further examined before engaging a young learner in a VR learning environment. Several considerations are provided for teachers, practitioners, researchers, and designers seeking means to promote safe cycling for children.
背景从健康和环保的角度来看,推广儿童骑自行车运动是有益的,但这一年龄段儿童的道路安全和意识仍是一个相当大的问题。由于儿童的认知能力和体能正处于发育阶段,他们被认为是道路伤亡事故的高危人群。干预措施 设计了一个基于网络的虚拟学习环境(VLE)和虚拟现实环境(VR),为学龄儿童提供一个学习安全骑行的平台,并培养他们更好地发现交通危险的技能。455 名学童和 20 名班主任使用了这两种学习环境。方法采用专门为儿童参与者设计的趣味工具包方法来评估技术设计,并对教师进行定性调查,以提供有关这两种学习环境使用情况的证据。结果结果表明,这两种学习环境对低年级参与者都有吸引力。对于五年级和六年级的学生来说,显然需要对学习内容的相关性和用户设计进行审查。VR 环境对所有年级的学生都具有很强的吸引力,这表明 VR 可以成为向在校学生传授道路安全和安全骑车知识的一种可行方法。讨论尽管 VLE 和 VR 环境都很有吸引力,使用起来也很有趣,但一些 VR 用户还是出现了晕动症。在让青少年学习者进入 VR 学习环境之前,需要考虑并进一步研究这一问题。本文为教师、从业人员、研究人员和设计人员提供了一些注意事项,以促进儿童安全骑车。
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引用次数: 0
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