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Showing posts from April, 2019

Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games.

Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games. 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). https://search-proquest-com.unco.idm.oclc.org/docview/304838683?accountid=12832 doi:10.1109/vs-games.2013.6624226 This article discusses the educational effectiveness of game based education, as well as what methods need to go into development of educational and serious games. It defines the differences between Serious games and edutaining games, as well as which aspects of education lend themselves best to game-based learning, such as Mathematics and language learning. This paper is focused on educational games, and was carried out using the frame established by the EduGameLab. The study was limited to games used in formal school settings, and only includes papers  published in scientific journals. Their survey of the research covered onl

Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools

Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools (Order No. 3311370). Available from Education Database. (304838683). Retrieved from https://unco.idm.oclc.org/login?url=https://search.proquest.com/docview/304838683?accountid=12832 This study discusses implementing video games into a classroom setting, including the possible deterrents, such as cost, lack of relevance to the curriculum, and set up/maintenance time. It describes the innovations made by video games in education and in general, as well as why and how games improve student engagement with the materials being taught. This study used surveys and research synthesis to determine the data it utilized in its findings. The study dealt only with video games, not board games, and was confined to video game use by K-12 educators in North Carolina It discusses why kids find school so unappealing, as well as why video games can make learning more appealing. It a

Texas A&M University Health benefits of Pokémon Go

Texas A&M University. (2016, July 15 ). Health benefits of Pokémon Go.  ScienceDaily .  The Texas A&M article discusses what Matt Hoffman thought was beneficial from playing Pokemon GO. Although this article does not give any data it did give ways that Pokemon GO can be socially beneficial by making you go out into the community, Pokemon GO also has a community of its own for its players. This article was posted in July of 2016, the same month that Pokemon GO came out, therefore Hoffman did not play for more time than the game was at its most popular moment. In the article they talk about ways that can improve your experience in Pokemon GO but, he does not talk about the harms of Pokemon GO or how the world was before the game came out. I need to focus on the harmful parts of Pokemon GO but so far I am only focused on how the game has benefited the world health wise. I also need to find articles that are not made so fresh after the game came out. Compare the results that

Loge, Kenneth Et Al. (1992). Virtual reality: A new learning environment. The Computing Teacher, 16-19.

This article starts out with giving sufficient information on the process of Virtual Reality and how it works. It goes into detail about how a set of LCD screened goggles “generates a three dimensional visual and aural sensory experience” (Loge, 1992). This data is shared to a “ fiber optic interface” (Loge, 1992). called a DataGlove, which can help the user regulate his movement and the objects around them. The uses for VR in training environments show to vary from tank drivers to medical benefits. Using a virtual world to train tank drivers allows them to practice without the exorbitant costs for weapons and armor. The three most important applications for VR in the training area are visualization, simulation and construction of virtual worlds. Visualization provides easy comprehension of interactions and relationships with objects within any virtual landscape. Simulation allows for a artificial copy of reality that can be explored and interacted with, while construction of virtual

Wang, Chih-Chien & Wang, Chia-Hsin. 2008. Helping Others in Online Games: Prosocial Behavior in Cyberspace

Chih-Chien Wang Ph.D. and Chia-Hsin Wang M.B.A (June 1st, 2008). Helping Others in Online Games: Prosocial Behavior in Cyberspace This study analyzes the reasons why players in MMOGs help each other. It also looks at how gender influences these interactions. They laid out two possible reasons for helpful player interactions which were altruism and reciprocity. Altruism leading a player to help another because they feel fulfilled by it. Reciprocity leading a player to help another because they expect help from the other in the future. The study collected data through an online survey using a 5 point likert scale. The original sample size was 405 but only 402 fully completed the survey. The questions attempted to measure altruism and reciprocity. Additionally they attempted to differentiate between “prosocial behavior, prosocial behavior with same sex beneficiaries, and prosocial behavior with opposite-sex beneficiaries”. The survey was conducted on an online web community best known

Connolly, Thomas. 2001 An alternate reality game or language learning: ARGuing for multilingual motivation

Connolly, Thomas. (2011). An alternate reality game or language learning: ARGuing for multilingual motivation. Computers Education, 57 (1) https://www.sciencedirect.com/science/article/pii/S0360131511000261 The purpose of this study was to evaluate the usage of ARG games in relation to learning a foreign language. The study that was created was implemented as a project within the European Commission Comenius project to be used in secondary schools across Europe. The purpose of the study was to implement cooperation and learning within the school environment as well as to support the use of ARGs in teaching and show different learning tactics. The general outcome of the “experiment” was calculated using pre- and post- questionnaires to gauge student feedback on the project. According to the article student feedback was fairly positive toward the use of the ARG and seemed to motivate the students in a way that had not been done before. Many students in the ending survey stated that the

LeBlanc, Allana G Pokémon Go: A game changer for the physical inactivity crisis? (2016)

LeBlanc, Allana G. (2017). Pokémon Go: A game changer for the physical inactivity crisis? . Preventive Medicine, 101, 235-237. https://doi.org/10.1016/j.ypmed.2016.11.012 In this article the main purpose is to show how Pokemon GO can be a life changer when it comes to the change in physical activity. They talk about people from all age groups not having enough physical activity. This article has 25 references but, it is hard to find the concrete data. Compared to the previous article the data was harder to find. This article brings in different reports from other sources about physical activity. The article was written in July of 2016 which is the same month that the game came out therefore there was not enough time to do a long study for the best information it was also written in Canada which is a healthier is country then America is as a whole. There is not enough information on the harms from Pokemon GO. From this article I need a article that had a longer time for the gam

Piatt. “Using alternate reality games to support first year induction with ELGG”.

Piatt. “ Using alternate reality games to support first year induction with ELGG ” This study looked at the use of an ARG as a way to teach students about university information and services and how effective this method was. The students were tasked with playing an ARG that was both online and offline and utilized the schools social media page as a basis for the game. The study ultimately found that while the game was not appealing with to all the students, however, those it did appeal to found it very effective. The study group was comprised of entirely new students to the university, consisting 217 participants in total. The game’s format consisted of students completing tasks in relation to a time travel story line, and each week students were given the story and a task via a email, a total of nine for the entire term. These tasks included learning about library services, campus security, and other aspects of the universities amenities. As the study went on,

Hoffman, A. Gamification in Stress Management Apps: A Critical App Review.

The purpose of this article, “Gamification in Stress Management Apps: A Critical App Review” , by Alexandra Hoffman, et all, was to discover how effective the gamification of mental health apps are. They found that the majority of mental health apps are not utilizing gamification to its full potential. There’s a chart that details their exact findings on page eight. Many apps did not include the basic gamification qualities: an avatar for example. Zero games had the ability to customize an avatar. Also, there’s a PDF link available on page 12 that shows the majority of apps had zero gamification qualities to them. The second-largest majority had only one or two gamification techniques.. Most apps don’t utilize gamification techniques as well as they could. This was a study done in Germany, although one of the requirements for the app was that they must be available in English. They reviewed sixty-two apps by downloading them and then seeing what they had to offer. Data was analyzed b

Oravet. “Humans vs. Zombies at the Library: Gauging the Impact of Live Action Gaming Events on Students' Library Use and Perceptions

Oravet. “ Humans vs. Zombies at the Library: Gauging the Impact of Live Action Gaming Events on Students' Library Use and Perceptions This article describes how a game of Humans vs. Zombies was adapted for and set in the Ralph Brown Draughon Library at Auburn University and how it affected students perceptions of the library and weather or not it was a good use of library resources to host an event like this. For this event, they designed a survey for participants to take immediately after playing the game and for two weeks after playing the game. The study found that not only did students positive perceptions of library increase, with most of them stating that the would return to the library more frequently and that events like the one hosted where a good way to make connections, but that these feelings persisted in the follow up survey two weeks later. For this study, Oravet worked with the library staff to adapt the game for the library space. The rules of the

Parker, L. 2016. Mental Health Messages in Prominent Mental Health Apps

This paper, “ Mental Health Messages in Prominent Mental Health Apps ” by Lisa Parker, et al, addressed exactly what the title states. Their analysis was quantitative, and they looked into apps from four countries: the UK, United States, Australia, and Canada. App stores differ by country, and as a result, their content is radically different. So, they looked into apps on the top 100 in mental health in their country. Figure 1.1 is a good description of their screening process, how they chose the apps they ended with. Essentially, these apps had to be designed for a mobile platform, they had to be available in the countries listed above, and they had to have messages about mental health within. They ended with 61 mental health apps that passed this test, out of 3,032. Thirty-five of their apps claimed to reduce anxiety, 16 claimed to help with mood disorders, and the rest (11 apps) claimed to help well-being or other mental health issues, such as anger management. They found two mes
Johnston, Massey, Maker-Hoffman. “Using an Alternate Reality Game to Increase Physical Activity and Decrease Obesity Risk of College Students.” This article discusses “quasi-experimental study” involving college students playing alternate reality games (ARG) and how it relates to college students physical activity. The study used a large number of articles related to the rise of obesity and childhood obesity cases to justify the relevance of the experiment. The findings of this study concluded that ARG’s can provide a positive amount of physical activity provided that they need the needs and interests of the students on campus. The study used a sample of 115 freshman students and divided them into two groups. The first group played an ARG while the the other group attend a weekly lab where they learned how to use exercise equipment. The experiment measured students weight, hight, waist circumference, body mass index, and percentage of body fat, as well as self-reported amo

Koptur, Evren. Transferable Learning Skills of an MMORPG: A World of Warcraft Quest

Koptur, Evren. Transferable Learning Skills of an MMORPG: A World of Warcraft Quest, ProQuest Dissertations Publishing, 2016. https://etd.ohiolink.edu/pg_10?0::NO:10:P10_ACCESSION_NUM:kent1459175932 The basis of this study was focused entirely on the MMORPG World of Warcraft, and the “potential of transferable learning skills gained or improved by playing WoW to real life” (p. ii). This study was focused on “four different learning categories: experiential learning, collaborative learning, leadership, and autonomous learning respectively through playing WoW” (p. ii). Results of this study indicate that these four categories of learning do occur in the game, and participants “perceived [these skills/learning] to be transferable to real life in varying degrees” (p.ii). The author notes that further research is needed in every single aspect of this project. This study got its data from 258 online survey participants. The survey was broken into the four categories mentioned above, and
Humphreys, L. (2016, December 9). Involvement shield or social catalyst: Thoughts on sociospatial practice of Pokémon GO. Retrieved from https://journals.sagepub.com/doi/full/10.1177/2050157916677864  Humphreys acknowledges the rise of people leaving their couches to go outside and catch Pokémon with their friends. While she emphasizes that the game is not comparable to social networking applications, she does mention how it can contribute to increased social activity. They also mentions, however, that augmented reality games, such as Pokémon Go, can actually be a detriment to social situations. Instead of paying attention to the people around you, the pocket monsters popping up on your screen grasp your full attention. In this particular paper, Humphreys does not detail a research study on people, instead focusing on what the problem could be and how to fix it. Since we already established that Pokémon Go could lead to a lack of social interaction, regardless of the player’s ph

Tateno, M. 2016. New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori

Tateno, M., Skokauskas, N., Kato, T. A., Teo, A. R., & Guerrero, A. P. (2016, December 30). New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5573581/ This scientific journal written by the combined efforts of Tateno, Skokauskas, Kato, Teo, and Guerrero, explains how hikikomori, or severe social withdrawal, is connected to the popular augmented reality game, Pokémon Go. In Japan, 230,000 people are reportedly categorized as hikikomori (Koyama et al., 2010). This extreme social withdrawal epidemic could be fixed with something as simple as leaving your room for a couple hours to go catch some Pokémon. Although there is no for sure way to tell how many Pokémon Go players in Japan are hikikomori, the prime minister of Japan vouched for the game as helping people deal with their withdrawal problem. They also suggest setting up PokeStops at hikikomori support centers to increase the ch

Wagner-Greene, Victoria. 2017. Pokémon GO: Healthy or Harmful?

Wagner-Greene, V. (2017, January). Pokémon GO: Healthy or Harmful? Retrieved from https://search.proquest.com/docview/1853308592?pq-origsite=summon Wagner-Greene et al. conduct and discuss research on whether the popular augmented reality game Pokémon Go is beneficial or detrimental to society. In their research they found that 27% of Pokémon Go players had driving as their preferred mode of travel while playing the game, 32% preferred to walk, and 43% chose to play the game while biking. A whopping 38% of players said that they would sacrifice their sleep to play the game (Wagner-Greene et al. 2017). In addition to these findings, participants in the study “were asked how many days per week they engaged in 30 or more minutes of physical activity before downloading Pokémon GO and then after starting to play it” (Wagner-Greene et al. 2017). At the start of the study, only 31% of the participants fit the activity requirements while at the end the amount increased to 75% of participa

Ackerman, Lyn K., What "World of Warcraft" is Teaching Us about Learning

Ackerman, Lyn K., What "World of Warcraft" is Teaching Us about Learning, University of Hawai'i at Manoa, 2017. https://search.proquest.com/docview/1953259484?pq-origsite=gscholar This study’s purpose was to explore and examine the popular massively multiplayer role playing game World of Warcraft as an informal learning environment by examining adolescent game perceptions and experiences...the research was guided by the questions, “How does the World of Warcraft MMORPG serve as a learning environment? What game components support learning? What are game players learning?” (p. iii). What this study results showed was that World of Warcraft is “a learning environment that integrated learning theory, community, and game design to engage and motivate participants to achieve goals within a video game framework” (p. iii), and that based on participant responses, “participants were learning and practicing 21st century skills (critical thinking and problem solving, collabor

Barr, Matthew. Student Attitudes to Games-Based Skills Development: Learning from Video Games in Higher Education.

Barr, Matthew. "Student Attitudes to Games-Based Skills Development: Learning from Video Games in Higher Education." Computers in Human Behavior, Vol. 80, 2018, pp. 283-294, https://www.sciencedirect.com/science/article/pii/S0747563217306684, doi:10.1016/j.chb.2017.11.030 The purpose of this study “was to document the attitudes of those students involved in the quantitative study and to explore how the game-based intervention was perceived.” (p. 283).  Researchers found a “broadly positive perception of the games' efficacy for skills development” (p. 283). Of the undergraduates that participated in the study, the in-game elements that participated felt contributed the most to skill development. “include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges.” (p. 283). This study suggests, based on the factors that undergraduates think are the most important to developing useful skills (like communication,

Qian and Clark. 2016. Game-based Learning and 21st century skills: A review of recent research

Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. doi:10.1016/j.chb.2016.05.023 The purpose of this paper was to conduct a literature review of the current research of 21 studies that were focused around game-based learning and 21st century skills as the outcome. “The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development.” (p. 50). This paper also has some recommendations about what future researchers, teachers, and game designers should to about implementation of games as well as educational game design. Or rather that Game-Based Learning (GBL) is dependent on game design. Specifically, game designs which feature a blending of established learning theories with game design elements proven successful in the entertainment game industry are most likely to lead to effective learning. With regard to game genres,

Sicart. 2011. Against Procedurality.

Sicart, Miguel. (2011). "Against procedurality." Game Studies  11.3 Some text will go here.

Moving Our Annotated Bibliography Online

Hi everyone, As I mentioned earlier, I'd like to build a collaborative annotated bibliography on gaming research. I've looked at a few technologies--especially wikis--but have settled on an old school technology, Blogger, because of how easy it makes it to tag (label) posts. We are actually following the calendar I laid out last week . According to that calendar, you should have already read and annotated 3 research articles, and have a fourth one completed by Friday. I know that many of you have fallen behind. That's ok--there's still time for you to catch up. I expect annotations to reflect 30 minutes of writing time. That's on top of the 30 minutes (or more) it might take you to read the article. I realize that this is time consuming. But there is no way to grow as a writer without investing your time into reading, drafting, and revising. To review, a research annotation should have at least three paragraphs. It can have more. I expect annotations to refl