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A game design plot: exploring the educational potentials of history-based video games
IEEE Transactions on Games ( IF 1.7 ) Pub Date : 2020-09-01 , DOI: 10.1109/tg.2019.2954880
Farzan Baradaran Rahimi , Beaumie Kim , Richard M. Levy , Jeffrey E. Boyd

The number of video games that are developed based on real historical events and evidence is increasing. These history-based video games provide learning opportunities to players, but a certain type of such games—first- and third-person shooters—has not been carefully examined for their potentials. Knowing what players say about their game experience—even if the information and knowledge are inaccurate—helps researchers understand what type of learning could happen with such games. In this article, we propose a systematic approach to assessing games as learning environments, using the method of comparing the authenticity of popular history-based video games. Through a qualitative data analysis, we studied players’ comments on the web-based communication services, such as game forums, digital distribution platforms, and discussion websites. Casual players’ conversations on these websites showed that there exist several learning potentials in the games for players, including building their understanding about history and historical forces of the time, through personally relating to specific events, social artifacts, and places.

中文翻译:

游戏设计情节:探索基于历史的电子游戏的教育潜力

基于真实历史事件和证据开发的视频游戏数量正在增加。这些以历史为基础的视频游戏为玩家提供了学习机会,但某些类型的此类游戏——第一人称和第三人称射击游戏——尚未仔细研究其潜力。了解玩家对他们的游戏体验的看法——即使信息和知识不准确——有助于研究人员了解此类游戏可能发生的学习类型。在本文中,我们提出了一种系统方法来评估游戏作为学习环境,使用比较流行的基于历史的视频游戏的真实性的方法。通过定性数据分析,我们研究了玩家对游戏论坛、数字分发平台和讨论网站等网络通信服务的评论。
更新日期:2020-09-01
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