A. Antle, Jillian L. Warren, Aaron May, Min Fan, A. Wise
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引用次数: 36
Abstract
Games for Change (G4C) is a movement and community of practice dedicated to using digital games for social change. However, a common model of persuasion built into most G4C, called Information Deficit, assumes that supporting children to learn facts will result in behavior change around social issues. There is little evidence that this approach works. We propose a model of game play, called Emergent Dialogue, which encourages children to discuss their values during interaction with factual information in a G4C. We summarize a set of guidelines based on our Emergent Dialogue model and apply them to the design of Youtopia, a tangible, tabletop learning game about sustainability. Our goal was to create a game that provided opportunities for children to express and discuss their values around sustainable development tradeoffs during game play. We evaluate our design using video, survey and questionnaire data. Our results provide evidence that our model and design guidelines are effective for supporting valuebased dialogue during collaborative game play.
游戏变革(Games for Change,简称G4C)是一个致力于利用数字游戏推动社会变革的运动和社区。然而,大多数G4C中建立的一种常见的说服模型,称为信息赤字,假设支持儿童学习事实将导致围绕社会问题的行为改变。几乎没有证据表明这种方法有效。我们提出了一种名为“紧急对话”的游戏模式,鼓励儿童在与G4C中的事实信息互动时讨论他们的价值观。我们总结了一套基于紧急对话模型的指导方针,并将其应用于youopia的设计,这是一款关于可持续发展的有形桌面学习游戏。我们的目标是创造一款游戏,让孩子们有机会在游戏过程中表达和讨论他们关于可持续发展权衡的价值观。我们使用视频、调查和问卷数据来评估我们的设计。我们的研究结果证明,我们的模型和设计指南对于支持合作游戏过程中基于价值的对话是有效的。