Serious games : mechanisms and effects

書誌事項

Serious games : mechanisms and effects

edited by Ute Ritterfeld, Michael Cody, Peter Vorderer

Routledge, 2009

  • : pbk

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注記

Includes bibliographical references and index

内容説明・目次

内容説明

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.

目次

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

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