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High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games 高中生通过电脑教育游戏学习气候变化科学的动机
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-02-26 DOI: 10.1177/10468781241235754
Metin Besalti, Glenn Gordon Smith
BackgroundTeaching climate change is difficult. Its complexity spans many subjects, often taught disjointedly. Many climate change effects are not immediately observable, making it hard for students to connect to it personally.AimThis study investigates how we can spark high school students’ interest in learning about climate change using educational computer games.MethodWe adopted a qualitative case research design to understand how games boost students’ drive and their role in motivating them. We selected a high school teacher and her eight students as our subjects, interviewing them in person. We analyzed their responses were using Keller’s ARCS Theory of Motivation Model and blending deductive and inductive methods.ResultsThe findings were encouraging: games positively impacted students’ interest in climate change. They transformed the learning atmosphere into a concentrated, captivating space where the content was seen as tough yet enjoyable. Moreover, the games helped students make real-world connections, enhancing their understanding and appreciation of the topic.ConclusionEducational games are a powerful tool in motivating students to learn about climate change science. Hence, educators should be ready to harness the games’ power to create immersive, fun, and stimulating learning environments.
背景气候变化教学困难重重。它的复杂性横跨多个学科,教学内容往往相互脱节。本研究探讨了如何利用教育电脑游戏激发高中生学习气候变化的兴趣。方法我们采用了定性案例研究设计,以了解游戏如何增强学生的动力以及游戏在激励学生方面的作用。我们选取了一名高中教师和她的八名学生作为研究对象,对他们进行了访谈。我们采用凯勒的 ARCS 动机理论模型,并结合演绎法和归纳法,对他们的回答进行了分析。结果研究结果令人鼓舞:游戏积极影响了学生对气候变化的兴趣。游戏将学习氛围转变成了一个集中的、吸引人的空间,在这个空间里,学习内容被认为是艰苦而又愉快的。此外,游戏还帮助学生建立了与现实世界的联系,增强了他们对这一主题的理解和领悟。因此,教育工作者应做好准备,利用游戏的力量创造身临其境、有趣和刺激的学习环境。
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引用次数: 0
Supporting stoma patients’ self-efficacy with a mobile application - a focus group interview study 利用移动应用程序提高造口患者的自我效能--焦点小组访谈研究
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-02-20 DOI: 10.1177/10468781241231050
Sebastiaan L. van der Storm, Samira E.M. van Knippenberg, Anne M. Eskes, Marlies P. Schijven
BackgroundBeing able to care for and cope with one’s stoma adequately may significantly impact patient’s wellbeing. A well-designed mobile application (app) may improve and solve some of the difficulties patients encounter. This study aims to gain a better understanding of the problems patients face in ostomy care and to determine how to improve these problems by an app.MethodA qualitative study using six focus group interviews was conducted between March and April 2020. Patients with a stoma, representatives of patient associations and stoma-related healthcare providers participated to provide insights. A thematic content analysis method was used to analyse the transcripts.ResultsParticipants indicated that perioperative information could be improved, information should be applicable for all patients and the amount of stoma materials to be overwhelming. Moreover, the contact with fellow peers could be utilised more and it was unclear which healthcare provider should be contacted. All participants expected an app would be beneficial. The app should provide reliable and up-to-date information which is presented in a visually attractive manner, and facilitate peer contact in which patients can support each other.ConclusionAdequate self-care and coping is essential for patients’ quality of life. A personalised, mobile app may be promising to overcome some of the problems related to adequate self-provision of stoma care at home, improving self-efficacy and overall well-being.
背景能够适当护理和处理造口可能会极大地影响患者的健康。精心设计的移动应用程序(App)可改善和解决患者遇到的一些困难。本研究旨在更好地了解造口患者在造口护理中面临的问题,并确定如何通过应用程序来改善这些问题。造口患者、患者协会代表和造口相关医疗服务提供者参加了访谈,以提供见解。结果参加者表示,围手术期的信息可以改进,信息应适用于所有患者,造口材料的数量应压倒一切。此外,还可以更多地利用与同行的联系,而且不清楚应该联系哪位医疗服务提供者。所有与会者都希望应用程序能够带来益处。该应用程序应提供可靠的最新信息,并以具有视觉吸引力的方式呈现,同时促进同伴之间的联系,使患者能够相互支持。个性化的移动应用程序可能有望克服与在家中进行充分的造口自我护理有关的一些问题,提高自我效能和整体健康水平。
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引用次数: 0
Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors 加密货币教育中的游戏化和博弈:加密货币投资者和潜在投资者调查
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-01-22 DOI: 10.1177/10468781231223762
Hilda Hadan, Leah Zhang-Kennedy, Lennart Nacke, Ville Mäkelä
IntroductionIn recent years, cryptocurrency has increasingly sparked interest among investors. Many people have invested in this field without adequate knowledge. Existing research has shown that using game design elements can be an effective method of education. Such learning interventions can potentially be a good match for educating market investors, as they provide risk-free simulations for novice investors to gain practical experience without having to be concerned about real financial losses. However, it is unclear how market investors perceive gamified and game-based learning interventions and whether they would adopt them for cryptocurrency education.Research ObjectivesOur study investigated market investors’ perceptions, needs and expectations regarding the integration of gamification and game-based learning interventions in cryptocurrency education.MethodologyWe conducted an online survey with n=413 participants, including experienced market investors and people who are interested in cryptocurrency. Within the survey, we presented the mock-ups of two cryptocurrency learning interventions: a gamified cryptocurrency learning application, and a cryptocurrency learning video game.ResultsFrom market investors’ perspectives, our study revealed the benefits and drawbacks of incorporating gamification and game design principles to facilitate learning cryptocurrency. We identified the need to develop dynamic, accessible, reliable, and community-building gamified and game-based cryptocurrency learning interventions.ConclusionFrom our findings, we propose guidance for the integration of gamification and games in cryptocurrency education, and we provide design recommendations for investor-specific cryptocurrency learning interventions.
导言近年来,加密货币日益引发投资者的兴趣。许多人在缺乏足够知识的情况下投资了这一领域。现有研究表明,使用游戏设计元素是一种有效的教育方法。这类学习干预措施有可能成为教育市场投资者的良好契机,因为它们为新手投资者提供了无风险的模拟,让他们在不必担心实际经济损失的情况下获得实践经验。然而,目前还不清楚市场投资者如何看待游戏化和基于游戏的学习干预措施,以及他们是否会将其用于加密货币教育。研究目的我们的研究调查了市场投资者对于将游戏化和基于游戏的学习干预措施融入加密货币教育的看法、需求和期望。研究方法我们开展了一项在线调查,参与者人数为413人,包括经验丰富的市场投资者和对加密货币感兴趣的人。在调查中,我们展示了两种加密货币学习干预措施的模型:游戏化加密货币学习应用程序和加密货币学习视频游戏。结果从市场投资者的角度来看,我们的研究揭示了结合游戏化和游戏设计原则促进加密货币学习的好处和缺点。我们发现有必要开发动态、易用、可靠、具有社区建设意义的游戏化和基于游戏的加密货币学习干预措施。结论根据我们的研究结果,我们提出了将游戏化和游戏融入加密货币教育的指导意见,并为投资者特定的加密货币学习干预措施提供了设计建议。
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引用次数: 0
The Social Accomplishment of Seeing Together in Networked Team Play 网络化团队游戏中共同观看的社会素养
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-11-08 DOI: 10.1177/10468781231209484
Fredrik Rusk, Nicholas Taylor, Matilda Ståhl
Background This article focuses on communication in team-based esports, particularly in the ways that callouts enable players in team-based First-Person Shooters (FPS) to collaboratively link their own perception and awareness of in-game actions to that of their teammates. Callouts are short, community-based utterances that players use to communicate vital details of fast-paced action in competitive games. Aim We provide an empirically-based theorization of why callouts appear to be especially important in team-based FPS games, which, because of the limited fields of vision and split-second decision-making, require players to communicate what is happening to the others in the team as they navigate the game environment. Methods To describe this distributed perception, we borrow from studies on active military settings that term this seeing together as interperceptivity and employ ethnomethodology in our analysis of the minute details of players’ actions in the screen recordings as they extended their team’s collective perception and awareness of in-game activities and events. Results Through this paper, we contribute to the ongoing research on understanding communication and collaboration in team-based games. The callout sequences (and aligning actions) are orienting towards sharing individual perceptions for the (co)construction of an interperceptivity of in-game activities. Hence, callouts form a precondition for coordinated play. Conclusion The introduction of this concept to game studies can help in making sense of a key capability in networked team-based games; that is, how players collectively construct a situational awareness that encompasses teammates’ perception. Also, because of the essential role of callouts and interperceptivity in highly-skilled networked play, we point to some of the cultural contexts in which this practice is accomplished.
本文主要关注基于团队的电子竞技中的交流,特别是在基于团队的第一人称射击游戏(FPS)中,玩家能够将自己对游戏内行动的感知和意识与队友联系起来。Callouts是玩家在竞技游戏中用来传达快节奏动作的重要细节的简短、基于社区的话语。我们提供了一个基于经验的理论,解释为什么在基于团队的FPS游戏中,由于有限的视野和瞬间决策,要求玩家在游戏环境中与团队中的其他人交流发生了什么。为了描述这种分布式感知,我们借鉴了对现役军事环境的研究,将这种感知统称为交互感知,并在分析玩家在屏幕记录中行为的微小细节时使用了民族方法学,因为他们扩展了团队对游戏活动和事件的集体感知和意识。通过本文,我们对正在进行的理解团队游戏中的沟通和协作的研究做出了贡献。标注序列(和对齐动作)的目标是分享个人感知,以共同构建游戏内活动的相互感知。因此,叫法是协调游戏的先决条件。在游戏研究中引入这一概念能够帮助我们理解基于团队的网络游戏的关键能力;也就是说,玩家如何共同构建包含队友感知的情境意识。此外,由于喊话和互觉性在高技能网络游戏中的重要作用,我们指出了这种实践完成的一些文化背景。
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引用次数: 0
Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators 生存和死亡——游戏化可持续消费应用开发者的战斗故事
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-31 DOI: 10.1177/10468781231211213
Georgina Guillen, Juho Hamari
Background Although gamified sustainable consumption apps (SCAs) have been on the rise, only a few have survived longer than two years. While most existing research focuses on how gamification contributes to engagement and the formation of more sustainable consumption habits, there is little about how their survival is secured. Intervention’s Purpose Twenty-one SCA creators shared their considerations and experiences managing SCAs, providing valuable insights into the field of gamified sustainable consumption and practical insights for their stakeholders. Methods Ideal-type and narrative analyses of the interviews unraveled some relevant survival strategies and lessons learned. Results The creators' motivation and background play a role in the app's survival. Their experiences exposed several aspects affecting their gamification strategies and their relevance for the apps, highlighting traps to avoid and opportunities to improve their standing in an increasingly competitive market. Discussion Most creators shared stories of “learn as you go,” presenting how the flexibility to adjust the apps' business models rather than the creators’ professional background is a critical success factor. Since their apps represent their understanding of sustainability, SCA creators should find practical and emotional ways to engage their users while considering the objectives of their apps. Conclusion Awareness of the risks and pitfalls when creating an SCA may not be enough for successfully undertaking this enterprise. The creators should be capable of strategically plan for all the activities that creating and managing an SCA convey even before the app is conceptualized.
尽管游戏化可持续消费应用(SCAs)一直在崛起,但只有少数能够存活超过两年。虽然大多数现有的研究都集中在游戏化如何促进用户粘性和形成更可持续的消费习惯上,但关于如何确保他们的生存却很少。21位SCA创建者分享了他们管理SCA的考虑和经验,为他们的利益相关者提供了游戏化可持续消费领域的宝贵见解和实用见解。方法对访谈进行理想型和叙事性分析,揭示相关的生存策略和经验教训。结果开发者的动机和背景对应用的生存起着重要作用。他们的经验揭示了影响其游戏化策略及其与应用的相关性的几个方面,突出了需要避免的陷阱和在竞争日益激烈的市场中提高地位的机会。大多数开发者都分享了“边做边学”的故事,说明比起开发者的专业背景,更重要的是能够灵活地调整应用的商业模式。由于他们的应用程序代表了他们对可持续性的理解,SCA创建者应该在考虑应用程序的目标的同时,找到实用和情感的方式来吸引用户。在创建SCA时了解风险和陷阱可能不足以成功地管理此企业。即使在应用程序概念化之前,创建者也应该能够对创建和管理SCA所传达的所有活动进行战略规划。
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引用次数: 0
Informal Social-Emotional Learning in Gaming Affinity Spaces: Evidence From a Reddit Discussion Thread on Elden Ring 游戏亲和性空间中的非正式社交情感学习:来自《Elden Ring》Reddit讨论的证据
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-10-18 DOI: 10.1177/10468781231209697
André Czauderna, Sam von Gillern, Bradley Robinson
Background Over the past few years, there has been extensive discussion and research on social-emotional learning (SEL) in formal educational settings. However, there is limited research on SEL in informal learning contexts, including online sites such as gaming affinity spaces. Aim This qualitative study aimed to investigate the social-emotional competencies demonstrated by players in a Reddit discussion board focused on Elden Ring, a video game known for its challenging difficulty. Methods The study utilized theoretical qualitative thematic analysis on a focal thread at r/Eldenring. The thread had been upvoted over 18,000 times, included 2,363 comments encompassing 116,911 words, and had 997,765 readers when we extracted it for data analysis. Inductive codes were identified and grouped under preconceived themes based on the conceptual framework of the Collaborative for Academic, Social, and Emotional Learning (CASEL), which comprises five components: self-awareness, self-management, social awareness, relationship skills, and responsible decision-making. Findings The analysis revealed promising social-emotional competencies demonstrated by players across all five components of the CASEL framework. Players exhibited self-awareness by reflecting on their emotions and self-management by regulating their frustration and persevering through challenges. Social awareness was displayed by showing empathy and encouragement towards others, relationship skills by offering support and advice to fellow players, and responsible decision-making by analyzing situations, solving problems, and reflecting on gameplay experiences. Conclusion This study highlights the potential for informal SEL in gaming affinity spaces, as evidenced by players exhibiting social-emotional competencies during a Reddit discussion thread on Elden Ring. Future research should examine, among other aspects, the learning processes that facilitate the acquisition of social-emotional competencies in gaming affinity spaces and other informal learning environments, both online and offline. Additionally, special attention should be paid to the unique features of online platforms (like Reddit’s upvoting/downvoting) and their influence on users’ interactions and SEL.
在过去的几年里,社会情绪学习(SEL)在正规教育环境中得到了广泛的讨论和研究。然而,关于非正式学习环境(包括在线网站,如游戏亲和性空间)中SEL的研究有限。本定性研究旨在调查Reddit讨论版《Elden Ring》(游戏邦注:这是一款以挑战性难度著称的电子游戏)中玩家表现出的社交情感能力。方法对r/Eldenring的焦点线进行理论定性专题分析。这条帖子被点赞超过1.8万次,包括2363条评论,共计116911个单词,当我们提取它进行数据分析时,它有997765名读者。在学术、社会和情感学习协作(CASEL)概念框架的基础上,归纳编码被识别并按预先设定的主题进行分组,该框架包括五个部分:自我意识、自我管理、社会意识、关系技能和负责任的决策。研究结果表明,在CASEL框架的所有五个组成部分中,玩家都表现出了良好的社会情感能力。玩家通过反思自己的情绪来表现自我意识,通过调节挫折和坚持挑战来表现自我管理。社交意识表现为对他人表现出同情和鼓励,人际关系技能表现为向其他玩家提供支持和建议,负责任的决策表现为分析情况、解决问题和反思游戏体验。该研究强调了游戏亲和性空间中非正式SEL的潜力,正如玩家在《Elden Ring》的Reddit讨论中所展示的社交情感能力所证明的那样。未来的研究应该考察在游戏亲和性空间和其他非正式学习环境(包括在线和离线)中促进社交情感能力习得的学习过程。此外,还应特别注意在线平台的独特功能(如Reddit的upvoting/downvoting)及其对用户互动和SEL的影响。
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引用次数: 0
Designing Simulation to Improve Production Efficiency of Batik Industry 设计仿真提高蜡染工业生产效率
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-29 DOI: 10.1177/10468781231205667
Stefani Prima Dias Kristiana, Anna Maria Sri Asih, Andi Sudiarso
Background The study deals with evaluating the production system for manufacturing batik, then developing a scenario for improving the system. Purpose The study aims to point out the possibilities of computerized simulations in designing, testing, and exploring scenario models of real production plants of Small-Medium enterprises (SMEs). Method The research is carried out as a case study, using a simulation approach to achieve the objectives. This study uses three data collection techniques: direct observation, qualitative interviews, and time study. The simulated model of the system is the basis for building improvement strategies. Results The simulation model yields more than 70% of the overall process time mainly consisting of idle time and waiting for the operator. It leads to an inefficient production system. Significant differences in processing time and assigning operators to workstations that are unbalanced cause inefficiency. Although most of the time was not efficient, the average utilization of the operator was 63.96%. The system has a good operator’s utility level because the average total utility value is higher than idle time. The operators are also responsible for other tasks that were included in the simulation. Discussion The study proves that simulation is a very promising approach that allows industrial owners to mimic the production process and resource assignments within the model. The production efficiency with existing resources can be enhanced with the balancing procedure between the workstations and the operators. The suggested system runs on the concept of assigning operators with lower utility to processes with high WIP queues. The operator can interact with multiple workstations. The proposed model reduces the total time required to produce the batik. Contribution The simulation helps the analyzed organization to evaluate the efficiency of the manufacturing process. Changing the parameters in the model can generate new utilization and efficiency for the system.
本研究探讨蜡染生产系统的评估,并提出改善系统的方案。本研究旨在指出计算机模拟在设计、测试和探索中小型企业生产工厂场景模型方面的可能性。方法以案例研究为例,采用仿真方法实现研究目标。本研究采用三种数据收集技术:直接观察、定性访谈和时间研究。系统的仿真模型是制定改进策略的基础。结果仿真模型产生的时间占整个过程时间的70%以上,主要包括空闲时间和等待操作人员的时间。这导致了低效的生产系统。处理时间的显著差异和将操作员分配到不平衡的工作站会导致效率低下。虽然大部分时间效率不高,但作业者的平均利用率为63.96%。由于平均总效用值高于空闲时间,该系统具有良好的操作人员效用水平。操作员还负责模拟中包含的其他任务。研究证明,模拟是一种非常有前途的方法,它允许工业业主在模型中模拟生产过程和资源分配。通过在工作站和操作员之间进行平衡,可以提高现有资源的生产效率。建议的系统运行的概念是将具有较低效用的操作员分配给具有较高WIP队列的流程。操作员可以与多个工作站交互。所提出的模型减少了生产蜡染所需的总时间。仿真有助于被分析组织对制造过程的效率进行评估。改变模型中的参数可以使系统产生新的利用率和效率。
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引用次数: 0
In-Game Uncertainties and Climate Change Challenges as Identified by Pre-Service Teachers 职前教师确定的游戏中的不确定性和气候变化挑战
Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-09-11 DOI: 10.1177/10468781231199262
Fiona van Schaik
Background This study explores what pre-service teachers identify as uncertainties within two climate board games and to what aspects of reality they relate these uncertainties, if at all. Should games be suitable resources for teaching topics related to climate change uncertainty, I expect pre-service teachers to (a) identify uncertainties within climate board games, and (b) relate these uncertainties to reality. Intervention To explore whether and how pre-service teachers identify and relate in-game uncertainties to reality, pre-service teachers played and discussed two climate board games ( Another Future and CATAN: Oil Springs Scenario). Methods A content analysis of pre-service teachers’ audio-recorded discussions about the games was conducted. First, a conventional content analysis indicated the uncertainties that they identified. Second, further analysis showed how the pre-service teachers related these uncertainties to reality. Results This study indicates that pre-service teachers identify various uncertainties from two different board games, including the occurrence/impact of catastrophes and the behaviour of players, who can ruin the game. In most cases, the pre-service teachers link these uncertainties to reality. Pre-service teachers discuss, for example, political dilemmas and interests, climate justice issues, challenges of and adaptation to possible catastrophes, and the significance of environmental activism. Discussion The research findings are discussed in relation to existing literature on uncertainty in climate change games. Teacher educators and teachers using games for education about climate change uncertainties are recommended to encourage dialogues about these uncertainties, use or take into account context, and consider games as tools for learning to live with climate change uncertainty.
本研究探讨了职前教师在两款气候棋盘游戏中认定的不确定性,以及他们将这些不确定性与现实的哪些方面联系起来(如果有的话)。如果游戏是与气候变化不确定性相关的教学主题的合适资源,我希望职前教师能够(a)识别气候棋盘游戏中的不确定性,(b)将这些不确定性与现实联系起来。为了探索职前教师是否以及如何识别游戏中的不确定性并将其与现实联系起来,职前教师玩了两个气候棋盘游戏(另一个未来和卡坦:油泉场景)并进行了讨论。方法对职前教师关于游戏的讨论录音进行内容分析。首先,传统的内容分析表明了他们确定的不确定性。其次,进一步分析了职前教师如何将这些不确定性与现实联系起来。结果本研究表明,职前教师从两种不同的棋盘游戏中识别出各种不确定性,包括灾难的发生/影响和玩家的行为,他们可能会破坏游戏。在大多数情况下,职前教师将这些不确定性与现实联系起来。例如,职前教师讨论政治困境和利益,气候正义问题,对可能发生的灾难的挑战和适应,以及环境行动主义的重要性。研究结果与现有的关于气候变化博弈中的不确定性的文献进行了讨论。建议教师教育工作者和使用游戏进行气候变化不确定性教育的教师鼓励就这些不确定性进行对话,使用或考虑环境,并将游戏视为学习应对气候变化不确定性的工具。
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引用次数: 0
Improving resilience through gaming 通过游戏提高适应力
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-28 DOI: 10.1177/10468781231192344
M. Schijven, T. Kikkawa
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引用次数: 0
Your Move: An Open Access Dataset of Over 1500 Board Gamer’s Demographics, Preferences and Motivations 你的行动:超过1500名棋牌玩家的人口统计,偏好和动机的开放访问数据集
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-07-26 DOI: 10.1177/10468781231189493
Liam B. Cross, A. Piovesan, Micael Sousa, Peter Wright, Gray Atherton
Intro This paper reports the demographics of a large sample of board gamers and their in-game motivations and preferences. Methods We report the specific preferences of 1603 board gamers (i.e. preferred platform, mechanics, style, theme, player count and game length) and player demographics, i.e. age, gender, education level as well as neurodivergence in this population. Participants were sampled via board game groups and game distributor mailing lists. Results Findings confirmed previous assumptions that board gamers are primarily middle-aged, university/college-educated, white males. We show that most gamers identify as mid-core/core with a preference for shorter, competitive Euro games. They tend to prefer in-person play with 3-4 players. However, a sizeable portion of the sample did not fit this description, showing a more complex picture. Discussion Results describe the population's demographics and detailed description of gamers preferred, mechanics, themes, components, preferences and motivations. An anonymised version of this data set is provided alongside this work for game designers and academics to explore further and cross-reference relationships between demographics and preferences/motivations. Considering that a quarter of the sample were neurodivergent (i.e. reported at least one mental health or neurodevelopmental condition) the dataset could also help clinicians who use board games as interventional tools. We hope this dataset (https://osf.io/tu8yq) will be helpful to board game designers, clinicians, educators, teachers, therapists and researchers interested in utilising board games to make informed choices about which games they use.
本文报告了大量棋盘游戏玩家样本的人口统计数据及其在游戏中的动机和偏好。我们报告了1603名桌游玩家的特定偏好(如偏爱的平台、机制、风格、主题、玩家数量和游戏长度)和玩家人口统计数据(如年龄、性别、教育水平和神经分化)。参与者通过桌游小组和游戏发行商邮件列表进行抽样调查。研究结果证实了之前的假设,即桌游玩家主要是中年人、受过大学教育的白人男性。我们发现大多数中核/硬核玩家更喜欢较短的竞争性欧洲游戏。他们倾向于与3-4名玩家进行面对面的游戏。然而,相当大一部分样本不符合这一描述,显示出一个更复杂的画面。讨论结果描述了玩家的人口统计特征以及对玩家偏好、机制、主题、组件、偏好和动机的详细描述。该数据集的匿名版本与此工作一起提供给游戏设计师和学者,以进一步探索人口统计和偏好/动机之间的交叉参考关系。考虑到四分之一的样本是神经发散性的(即至少报告了一种心理健康或神经发育状况),数据集也可以帮助使用棋盘游戏作为干预工具的临床医生。我们希望这个数据集(https://osf.io/tu8yq)能对桌游设计师、临床医生、教育工作者、教师、治疗师和研究人员有所帮助,他们对桌游的使用有兴趣,从而做出明智的选择。
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引用次数: 1
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SIMULATION & GAMING
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