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Learning and Enjoyment in Serious Gaming - Contradiction or Complement?

Celia Pearce; John Sharp; Helen W. Kennedy (Hrsg). Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies DiGRA 2013; August 26–29, 2013, Atlanta, Georgia, USA; Volume 7. 7. Aufl. Tampere: Digital Games Research Association 2013

Erscheinungsjahr: 2013

ISBN/ISSN: 2342-9666

Publikationstyp: Diverses (Konferenzbeitrag)

Sprache: Englisch

Website
GeprüftBibliothek

Inhaltszusammenfassung


Research has mainly neglected to examine if the possible antagonism of play/games and seriousness affects the educational potential of serious gaming. This article follows a microsociological approach and treats play and seriousness as different social frames, with each being indicated by significant symbols and containing unique social rules, adequate behavior and typical consequences of action. It is assumed that due to the specific qualities of these frames, serious frames are perceived as...Research has mainly neglected to examine if the possible antagonism of play/games and seriousness affects the educational potential of serious gaming. This article follows a microsociological approach and treats play and seriousness as different social frames, with each being indicated by significant symbols and containing unique social rules, adequate behavior and typical consequences of action. It is assumed that due to the specific qualities of these frames, serious frames are perceived as more credible but less entertaining than playful frames – regardless of subject matter. Two empirical studies were conducted to test these hypotheses. Results partially confirm expectations, but effects are not as strong as assumed and sometimes seem to be moderated by further variables, such as gender and attitudes. Overall, this article demonstrates that the educational potential of serious gaming depends not only on media design, but also on social context and personal variables.» weiterlesen» einklappen

  • Learning
  • credibility
  • enjoyment
  • framing
  • serious games
  • symbolic interaction

Klassifikation


DFG Fachgebiet:
Erziehungswissenschaft und Bildungsforschung

DDC Sachgruppe:
Erziehung, Schul- und Bildungswesen

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