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Mechanics and Experience in Call of Duty: Modern Warfare: Opportunities for Civic Empathy 《使命召唤:现代战争》的机制和经验:公民移情的机会
IF 2 Q1 Social Sciences Pub Date : 2023-02-16 DOI: 10.1177/10468781231156187
T. Kessner, Luis E. Pérez Cortés
Background Videogames are widely considered effective learning environments, with powerful lessons relevant to those who design teaching and learning experiences. Violent videogames, however, are often left out of such conversations. Intervention In this context, we examine Call of Duty: Modern Warfare (MW) as a violent videogame that might suggest design principles useful for effecting emotional experiences, a key element to the formation of memories and therefore learning. Methods Through narrative description of two missions from MW and interleaved discussion of its mechanics, we contend even violent videogames might inform the design of interactive learning experiences. Results We highlight how MW ’s mechanics (a) are designed to constrain player’s actions to facilitate visceral experiences, while being (b) thoughtfully juxtaposed with typical first-person shooter mechanics, to (c) create opportunities to develop what we call civic empathy , the ability to understand—even share to some extent—the feelings of another person with whom one shares a common affiliation with and responsibility to one or more social groups. We also highlight the concept of global civic empathy , in which one includes the world’s citizens as co-members of a global community. Discussion Learning from simulations and games is often discussed through the lens of actions made available to players. Our contribution is the flip side of that coin—what a game or simulation prevents players from doing—is equally important. Limitations We played these missions ourselves. We therefore limit our conclusions to our own experiences, though we contend our findings may inform the design of learning games and simulations. Conclusion In simplest terms, our theory of action is this: (1) Constraining mechanics (2) create juxtaposition and cognitive dissonance, which in turn (3) create emotional experiences that serve as rich sites for complex learning (empathy development) to take place.
背景电子游戏被广泛认为是有效的学习环境,有与设计教学和学习体验的人相关的强大课程。然而,暴力视频游戏往往被排除在此类对话之外。干预在这种背景下,我们将《使命召唤:现代战争》(MW)视为一款暴力视频游戏,它可能会提出有助于影响情感体验的设计原则,而情感体验是形成记忆和学习的关键因素。方法通过对MW的两个任务的叙述性描述和对其机制的交错讨论,我们认为即使是暴力视频游戏也可能为交互式学习体验的设计提供信息。结果我们强调了MW的机制(a)是如何限制玩家的行为以促进内心体验的,同时(b)与典型的第一人称射击机制深思熟虑地并置,以(c)创造机会发展我们所说的公民同理心,理解——甚至在某种程度上分享——与一个或多个社会群体有共同关系和责任的另一个人的感受的能力。我们还强调了全球公民同理心的概念,其中包括世界公民作为全球社会的共同成员。讨论从模拟和游戏中学习通常是通过向玩家提供的动作来讨论的。我们的贡献是硬币的另一面——游戏或模拟阻止玩家做什么——同样重要。限制我们自己执行这些任务。因此,我们将结论局限于我们自己的经验,尽管我们认为我们的发现可能会为学习游戏和模拟的设计提供信息。结论最简单地说,我们的行动理论是:(1)约束机制(2)产生并置和认知失调,反过来(3)产生情感体验,作为复杂学习(移情发展)发生的丰富场所。
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引用次数: 0
When do games end? 游戏什么时候结束?
IF 2 Q1 Social Sciences Pub Date : 2023-02-01 DOI: 10.1177/10468781221139530
M. Schijven, T. Kikkawa
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引用次数: 0
Planning an Escape: Considerations for the Development of Applied Escape Rooms 规划逃生:应用型逃生室发展的思考
IF 2 Q1 Social Sciences Pub Date : 2023-01-31 DOI: 10.1177/10468781231154596
Shawn M. Doherty, Andrew C Griggs, E. Lazzara, J. Keebler, B. Gewertz, Tara N. Cohen
Background Teams are essential to a wide array of applications and organizations often utilize varying interventions to improve the effectiveness of their teams. Due to their collaborative and modifiable characteristics, escape rooms are being increasingly utilized as an avenue to both deliver team interventions and to function as testbeds in research. Escape rooms are complex, interdependent activities which warrant careful planning to be effectively implemented. Despite the growing literature base concerning escape rooms, there is still limited practical guidance to inform the development of an escape room. Aim The purpose of this article is to provide seven considerations that are relevant to the development, implementation, and effectiveness of an escape room. Specifically, guidance is provided in determining the objectives, identifying a theme, assigning the roles, establishing participant interdependence, selecting a venue, designing the puzzles, and creating the assessments. Conclusion The considerations provided in this article can advance the science underlying the use of escape rooms and preclude difficulties associated with their use.
背景团队对于广泛的应用程序和组织来说是必不可少的,它们经常利用不同的干预措施来提高团队的效率。由于密室的协作性和可修改性,密室越来越多地被用作传递团队干预和研究测试平台的途径。密室逃生是一项复杂、相互依存的活动,需要周密的计划才能有效地实施。尽管关于密室逃生的文献越来越多,但是关于密室逃生的实际指导仍然有限。本文的目的是提供与密室的开发、实施和有效性相关的七个考虑因素。具体来说,在确定目标、确定主题、分配角色、建立参与者相互依赖、选择场地、设计谜题和创建评估方面提供了指导。本文提供的考虑可以推进密室使用的科学基础,并排除与使用密室相关的困难。
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引用次数: 1
Why is Serious Gaming Important? Let’s Have a Chat! 为什么严肃游戏很重要?让我们聊聊吧!
IF 2 Q1 Social Sciences Pub Date : 2023-01-17 DOI: 10.1177/10468781231152682
M. Schijven, T. Kikkawa
There are many reasons why serious gaming can be important. Here are a few. Serious gaming can be used as a tool for education and training. For example, military organizations and businesses often use serious games to train employees and simulate real-world scenarios. Gaming can also be used to promote physical and mental health. For example, some serious games have been designed to help people with disabilities or chronic conditions to improve their mobility, or cognitive skills. Indeed, serious gaming can be used to encourage social interaction and teamwork. For example, online multiplayer games can bring people together from all around the world to work towards a common goal. And the technology can be used as a form of entertainment and a way to relax and unwind. Many people enjoy the challenge and enjoyment of playing games, and serious gaming can provide an engaging and immersive experience. Overall, serious gaming can have a range of benefits depending on how it is used and the goals of the person playing the game. So, we welcome articles on its research in all areas. But why, given the proposed benefits mentioned (non-exclusively above), should we keep researching it?
严肃游戏如此重要的原因有很多。这里有一些。严肃游戏可以作为教育和培训的工具。例如,军事组织和企业经常使用严肃的游戏来培训员工和模拟现实世界的场景。游戏也可以用来促进身心健康。例如,一些严肃游戏的设计是为了帮助残疾人或慢性病患者提高他们的行动能力或认知技能。确实,严肃游戏可以用来鼓励社交互动和团队合作。例如,在线多人游戏可以将来自世界各地的人们聚集在一起,朝着共同的目标努力。这项技术可以作为一种娱乐方式,也是一种放松身心的方式。许多人喜欢挑战和玩游戏的乐趣,严肃的游戏可以提供引人入胜的沉浸式体验。总的来说,严肃游戏可以有一系列的好处,这取决于它的使用方式和玩游戏的人的目标。因此,我们欢迎各领域关于其研究的文章。但是,考虑到上面提到的提议的好处(不是唯一的),我们为什么要继续研究它呢?
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引用次数: 3
Med Sim Studio: An Open-Access Simulation Platform for Running and Sharing Dynamic Display of Patient Data in Package Scenarios Med Sim Studio:一个开放访问的模拟平台,用于运行和共享包场景中患者数据的动态显示
IF 2 Q1 Social Sciences Pub Date : 2022-12-17 DOI: 10.1177/10468781221147467
Adam Blumenberg, David Kessler
Background/Objectives Specialized software may augment in-situ simulation, remote learning, oral boards preparation, and personalized remediation through simulation. Simulation educators often lack access to simulation software that meets their needs because existing software packages are cost prohibitive, have design gaps, or are not user friendly. Additionally, educators require the ability to easily author their own customized cases and share them with colleagues via an integrated software platform. Methods A needs assessment was performed by interviewing simulation educators, residents, medical students, and residency assistant program directors. Based on this, the software platform Med Sim Studio was developed to include vital sign monitoring, hundreds of high-resolution medical images, a video ultrasound library, documentation, evaluation tools, packaged cases reflecting the core EM curriculum, case authoring and sharing ability, and an easy-to-use interface. Over the course of a year and a half, the software was programmed using C++ on Microsoft Visual Studio. Users can author cases which are stored as JSON data objects and can be shared via email, portable media, or retrieved through a central MySQL database. Discussion Med Sim Studio joins other free software resources for simulation with the addition of unique features including immediate access to a comprehensive suite of medical visual stimuli, automated documentation and data collection, cases pre-loaded with the relevant background information and images, and the ability to customize and share cases instantly. Med Sim Studio allows educators to propagate their own scholarship through case sharing functionality. These can be transferred online (via the embedded database functionality or through email attachments), or via portable media (such as USB drive or optical disk). The case-sharing aspect of Med Sim Studio simplifies the process for simulation educators to contribute novel cases and promote the community of medical education.
专业软件可以增强现场模拟、远程学习、口语考试准备和通过模拟进行的个性化补习。仿真教育工作者经常缺乏访问仿真软件,以满足他们的需求,因为现有的软件包成本过高,有设计差距,或者是不友好的用户。此外,教育工作者需要能够轻松地编写自己的定制案例,并通过集成的软件平台与同事分享。方法通过访谈模拟教育工作者、住院医师、医学生和住院医师助理项目主任进行需求评估。基于此,开发了Med Sim Studio软件平台,包括生命体征监测,数百个高分辨率医学图像,视频超声库,文档,评估工具,反映核心EM课程的打包病例,病例创作和共享能力以及易于使用的界面。在一年半的时间里,该软件是在Microsoft Visual Studio上使用c++编写的。用户可以编写案例,这些案例存储为JSON数据对象,可以通过电子邮件、便携式媒体共享,或者通过中央MySQL数据库检索。讨论Med Sim Studio加入了其他免费的模拟软件资源,增加了独特的功能,包括立即访问一套全面的医疗视觉刺激,自动文档和数据收集,预先加载了相关背景信息和图像的案例,以及即时定制和共享案例的能力。Med Sim Studio允许教育工作者通过案例共享功能传播自己的学术成果。这些数据可以在线传输(通过嵌入式数据库功能或通过电子邮件附件),也可以通过便携式媒体(如USB驱动器或光盘)传输。Med Sim Studio的病例共享方面简化了模拟教育者贡献新病例和促进医学教育社区的过程。
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引用次数: 1
Guidelines of Serious Game Design for Promoting Reframing 促进重构的严肃游戏设计指南
IF 2 Q1 Social Sciences Pub Date : 2022-12-06 DOI: 10.1177/10468781221144787
Lanlan Gao, Rupert R. Ward, Carlo Fabricatore
Background. Reframing could be considered to represent individual and collective twofold values in social learning. When reframing is promoted, it benefits to generate learning processes involving collective inquiry occurring in inter and outer formal education. Digital games, popular as an application for the young generation, are considered a specific community in which social learning occurs by playing games. Serious games (SG) are a type of digital game involving educational purposes. Hence SG is selected as a suitable educational strategy to promote reframing. The previous research investigated features of a gameplay experience associated with reframing. This study develops further based on these game features to examine if/how they improved reframing capabilities. From an educational perspective, specific guidelines were proposed as the research findings to assist serious games in designing and applying game features to enhance the gameplay experience of reframing. Methods. An expert evaluation was used to assess the guidelines. The seven experts with experience in game design and teaching were chosen to review the designed guidelines. These experts were required to rate the guidelines using a 5-point Likert scale. All experts offered positive feedback on the finding. Results. Research data were analysed and validated via the Content Validity Index. The results showed that a total of 5 guidelines was remained and updated. Conclusion. These guidelines can be applied to assist students, game designers, related educators, and researchers who use games to promote reframing or require evidence to link game features with social learning.
背景重新定义可以被认为代表社会学习中的个人和集体双重价值观。当提倡重新构建时,有利于在内部和外部正规教育中产生涉及集体探究的学习过程。数字游戏作为一种年轻一代的应用程序很受欢迎,被认为是一个通过玩游戏进行社会学习的特定社区。严肃游戏(SG)是一种涉及教育目的的数字游戏。因此,SG被选为促进重构的合适教育策略。之前的研究调查了与重构相关的游戏体验的特征。这项研究在这些游戏功能的基础上进一步发展,以检验它们是否/如何提高重构能力。从教育的角度来看,研究结果提出了具体的指导方针,以帮助严肃的游戏设计和应用游戏功能,增强重新构建的游戏体验。方法。专家评估被用来评估指导方针。七位具有游戏设计和教学经验的专家被选中审查设计的指导方针。这些专家被要求使用5分的Likert量表对指南进行评分。所有专家都对这一发现给予了积极的反馈。后果通过内容有效性指数对研究数据进行分析和验证。结果显示,总共保留并更新了5项准则。结论这些指南可用于帮助学生、游戏设计师、相关教育工作者和研究人员使用游戏来促进重构或需要证据将游戏功能与社交学习联系起来。
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引用次数: 1
Students as policymakers and policy advocates: Role-playing evidence-based health policies 作为政策制定者和政策倡导者的学生:角色扮演基于证据的卫生政策
IF 2 Q1 Social Sciences Pub Date : 2022-12-04 DOI: 10.1177/10468781221143052
S. Almubarak
Background Role playing has been increasingly utilized as a teaching strategy in the health discipline. However, the utilization of role playing within the field of health policy and systems research, while imperative, remains limited. Thus, this study documented and described a role playing activity and explored students’ experiences within the context of evidence-based health policy. Method The role playing activity was conducted as part of a course assessment – evidence-based health policy brief at a university in Saudi Arabia. Six graduate level students who were enrolled in the course participated in the activity. Through a mixed method approach, the study collected data from different sources including assessment forms, surveys, written reflections, and observational notes, to explore students experiences with the role playing activity. Data analysis included descriptive statistics for quantitative data and content analysis for qualitative data. Results Students reported an overall positive experience with the role playing activity. The activity provided them with an experience mimicking real scenarios, while playing roles of policy advocates and policymakers. Additionally, the activity contributed to students’ knowledge acquisition and expansion as well as skills development relevant to policymaking. Conclusion The study’s findings contribute to the current literature on the utilization of simulation within the health discipline, with valuable contribution to the field of health policy and systems research. Implications of the study require attention from respective policymakers, practitioners, and academicians.
角色扮演作为一种教学策略在卫生学科中得到越来越多的应用。然而,在卫生政策和系统研究领域利用角色扮演虽然势在必行,但仍然有限。因此,本研究记录和描述了一个角色扮演活动,并探讨了学生在循证卫生政策背景下的经历。方法将角色扮演活动作为沙特阿拉伯一所大学课程评估——循证卫生政策简报的一部分进行。6名选修该课程的研究生参加了此次活动。通过混合方法,研究收集了不同来源的数据,包括评估表格、调查、书面反思和观察笔记,以探索学生在角色扮演活动中的体验。数据分析包括定量数据的描述性统计和定性数据的内容分析。结果学生对角色扮演活动的总体体验是积极的。活动为他们提供了模拟真实场景的体验,同时扮演政策倡导者和决策者的角色。此外,该活动有助于学生获取和扩展知识,以及发展与政策制定相关的技能。本研究的发现有助于目前在卫生学科中利用模拟的文献,对卫生政策和系统研究领域有价值的贡献。这项研究的影响需要引起决策者、实践者和学者的关注。
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引用次数: 1
Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey 土耳其中年人和老年人的数字游戏趋势
IF 2 Q1 Social Sciences Pub Date : 2022-12-02 DOI: 10.1177/10468781221144184
İlmiye Seçer, Elif Öykü Us
Background Although the gaming habits of children, adolescents, and younger adults have been investigated in Turkey there has been less emphasis on the gaming patterns of middle-aged and older adults. The current study therefore investigated middle-aged and older adults' digital gaming habits, the aspects of digital games that they believe are enjoyable and any perceived psychological and cognitive advantages. Methods Of the 177 middle-aged and older adults aged between 55 and 85 years (M = 62) living in Turkey who partook in the study, data from 140 participants were analyzed. Participants completed the ‘Demographic Information Form’ and Engagement with Digital Games Questionnaire’ via a Qualtrics link that was distributed on social media platforms and using the convenience and snowball sampling technique. Results Findings of this study showed that out of the 57 digital game players, the majority (N = 34) reported to play puzzle games such as Candy Crush. Moreover, gamers indicated that they believed digital games had psychological and cognitive benefits. Conclusion Overall, the findings of the current study revealed that middle-aged and older adults enjoy playing digital games for fun, stress relief, and as a mental exercise regime.
背景虽然在土耳其对儿童、青少年和年轻人的游戏习惯进行了调查,但对中年人和老年人的游戏模式的关注较少。因此,目前的研究调查了中年和老年人的数字游戏习惯,他们认为数字游戏有趣的方面,以及任何感知到的心理和认知优势。方法对居住在土耳其的177名年龄在55岁至85岁之间的中老年人(M = 62)进行研究,分析140名参与者的数据。参与者通过社交媒体平台上分发的qualics链接,使用滚雪球抽样技术,完成了“人口统计信息表”和“数字游戏参与问卷”。该研究结果显示,在57名数字游戏玩家中,大多数人(N = 34)表示玩《Candy Crush saga》等益智游戏。此外,游戏玩家表示,他们相信数字游戏对心理和认知都有好处。总的来说,目前的研究结果表明,中老年人喜欢玩数字游戏,因为这是一种乐趣,缓解压力,并作为一种精神锻炼机制。
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引用次数: 0
A Playful Approach to Household Sustainability: Results From a Pilot Study on Resource Consumption 家庭可持续发展的有趣方法:一项资源消耗试点研究的结果
IF 2 Q1 Social Sciences Pub Date : 2022-11-13 DOI: 10.1177/10468781221138583
D. B. Agusdinata, Heide Lukosch, M. Hanif, D. Watkins
Background. U.S. households produce a significant amount of greenhouse gas emissions, indicating a potential to reduce their carbon footprints from changing food, energy, and water (FEW) consumption patterns. Behavioral change to FEW consumption is needed, but difficult to achieve. Interactive and engaging approaches like serious games could be a way to increase awareness of possible measures, leading to more sustainable behavior at a household level. This study looks into the experiences and effects of a digital game for homeowners with the potential to reduce FEW resource consumption impacts. Intervention. In this study, we developed and implemented a digital game to explore its potential to raise awareness of the consumption and conservation of FEW resources and the efficacy of conservation messages. This study aims to measure learning outcomes from game participation and to assess the suitability of the game for informing resource conservation actions. Methods. We tested a proof-of-concept of a digital four-player game, called HomeRUN, with 28 homeowners. The data collected include homeowners’ values and preferences with regard to FEW resources. The patterns of game actions are analyzed with an emphasis on the effectiveness of conservation messaging in informing household consumption behavior. Results. About 65% of the respondents agree that they gained a better understanding of the greenhouse gas emission impacts of FEW resource consumption after playing the game. Over 57% of the respondents agree that the game experience would influence their future consumption behavior, while a quarter of the respondents are unsure. Overall, we demonstrate the HomeRUN game has potential as a tool for informing conservation efforts at a household level.
背景美国家庭产生了大量的温室气体排放,这表明改变食品、能源和水的消费模式有可能减少他们的碳足迹。FEW消费的行为改变是必要的,但很难实现。严肃游戏等互动和吸引人的方法可能是提高人们对可能措施的认识的一种方式,从而在家庭层面上产生更可持续的行为。这项研究探讨了数字游戏对房主的体验和效果,有可能减少对FEW资源消耗的影响。干涉在这项研究中,我们开发并实施了一款数字游戏,以探索其提高人们对FEW资源消耗和保护以及保护信息功效的认识的潜力。本研究旨在衡量游戏参与的学习结果,并评估游戏是否适合为资源保护行动提供信息。方法。我们测试了一款名为HomeRUN的数字四人游戏的概念验证,共有28位房主。所收集的数据包括房主对少量资源的价值观和偏好。分析了游戏行为的模式,重点是保护信息在告知家庭消费行为方面的有效性。后果约65%的受访者同意,他们在玩游戏后对FEW资源消耗的温室气体排放影响有了更好的了解。超过57%的受访者同意游戏体验会影响他们未来的消费行为,而四分之一的受访者不确定。总的来说,我们证明了HomeRUN游戏作为一种工具在家庭层面为保护工作提供信息的潜力。
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引用次数: 0
How Online Gaming Could Enhance Your Career Prospects 网络游戏如何提升你的职业前景
IF 2 Q1 Social Sciences Pub Date : 2022-11-11 DOI: 10.1177/10468781221137361
Anna-Stiina Wallinheimo, Anesa Hosein, David Barrie, A. Chernyavskiy, Irina Agafonova, Peter Williams
Background Online gaming motivations are differently associated with career interests. However, very little is known about online gaming behaviour based on the actual games played and how career interests are reflected in what people play. Hence, we investigated the actual gaming behaviour of individuals from an extensive secondary data set to further support gamers’ future career planning and professional training. Methods The study comprised 16,033 participants playing a different number of games on Steam. Our study was based on the 800 most played games only and included participants where we had access to gender and job details. We employed a secondary data analysis approach by using an existing data set (O’Neill et al., 2016), looking into the actual gaming behaviour of Steam users and additional administrative data (i.e., job details and gender) provided by Game Academy Limited. We used logistic regression on the participants’ top ten games, allowing us to investigate any possible associations between different professions, gender, and the games played. Results We found that IT professionals and engineers played puzzle-platform games, allowing for enhanced spatial skills. Managers showed an interest in action roleplay games where organisational and planning skills can be improved. Finally, engineers were associated with strategy games that required problem-solving and spatial skills. There were apparent gender differences too: females preferred playing single-player games, whereas males played shooting games. Conclusion Our study found that online gaming behaviour varied between different job categories, allowing the participants to gain different soft skills. The soft skills gained could assist gamers with training that leads to a particular career path. The reasons for these findings and suggestions for future research will be discussed.
背景网络游戏动机与职业兴趣有不同的关联。然而,人们对基于实际游戏的网络游戏行为以及职业兴趣如何反映在人们的游戏中知之甚少。因此,我们从大量的二次数据集中调查了个人的实际游戏行为,以进一步支持玩家未来的职业规划和专业培训。方法该研究包括16033名参与者,他们在Steam上玩不同数量的游戏。我们的研究仅基于800个玩得最多的游戏,包括我们可以了解性别和工作细节的参与者。我们使用现有数据集(O'Neill et al.,2016),调查Steam用户的实际游戏行为和Game Academy Limited提供的额外管理数据(即工作细节和性别),采用了二次数据分析方法。我们对参与者的前十个游戏进行了逻辑回归,使我们能够调查不同职业、性别和游戏之间的任何可能关联。结果我们发现,IT专业人员和工程师玩益智平台游戏,可以增强空间技能。经理们对动作角色扮演游戏表现出了兴趣,在这种游戏中,组织和规划技能可以得到提高。最后,工程师们与需要解决问题和空间技能的策略游戏联系在一起。也存在明显的性别差异:女性更喜欢玩单人游戏,而男性则玩射击游戏。结论我们的研究发现,网络游戏行为在不同的工作类别之间存在差异,使参与者获得不同的软技能。所获得的软技能可以帮助玩家进行训练,从而获得特定的职业道路。我们将讨论这些发现的原因以及对未来研究的建议。
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引用次数: 1
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