Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play

Daniel Fernández Galeote, Marius Diamant, Kristofers Volkovs, Chubo Zeko, Mattia Thibault, N. Legaki, Juho Hamari
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引用次数: 3

Abstract

Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing game-like experiences in areas such as education, health, and sustainability. While these methods generally attempt to improve life for players, a central and underexplored issue is the friction between a design that wants players to attain a utilitarian outcome, such as learning, and players who often strive for self-directed play. Based on data collected from user testing of a digital serious game and following an inductive process, we created a thematic framework that focuses on the frictions and tensions that may arise between design and player. This framework may be used to understand how players engage holistically with serious games, but also to improve such games to maximize engagement with the content while acknowledging and allowing for player agency and emergent behavior.
理解基于游戏的学习体验:设计与体验之间的摩擦框架
至少从20世纪60年代开始,游戏就被用于实用目的,游戏化在教育、健康和可持续性等领域追求类似游戏的体验。虽然这些方法通常都是为了改善玩家的生活,但一个未被充分探讨的核心问题是,希望玩家获得功利结果(如学习)的设计与经常追求自我导向游戏的玩家之间的摩擦。基于从数字严肃游戏的用户测试中收集到的数据并遵循归纳过程,我们创造了一个主题框架,专注于设计和玩家之间可能出现的摩擦和紧张关系。这个框架可以用来理解玩家是如何全面融入严肃游戏的,也可以用来改进这类游戏,在承认并允许玩家代理和突发行为的同时,最大化玩家对内容的沉浸感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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