{"title":"Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey","authors":"İlmiye Seçer, Elif Öykü Us","doi":"10.1177/10468781221144184","DOIUrl":"https://doi.org/10.1177/10468781221144184","url":null,"abstract":"Background Although the gaming habits of children, adolescents, and younger adults have been investigated in Turkey there has been less emphasis on the gaming patterns of middle-aged and older adults. The current study therefore investigated middle-aged and older adults' digital gaming habits, the aspects of digital games that they believe are enjoyable and any perceived psychological and cognitive advantages. Methods Of the 177 middle-aged and older adults aged between 55 and 85 years (M = 62) living in Turkey who partook in the study, data from 140 participants were analyzed. Participants completed the ‘Demographic Information Form’ and Engagement with Digital Games Questionnaire’ via a Qualtrics link that was distributed on social media platforms and using the convenience and snowball sampling technique. Results Findings of this study showed that out of the 57 digital game players, the majority (N = 34) reported to play puzzle games such as Candy Crush. Moreover, gamers indicated that they believed digital games had psychological and cognitive benefits. Conclusion Overall, the findings of the current study revealed that middle-aged and older adults enjoy playing digital games for fun, stress relief, and as a mental exercise regime.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"85 - 103"},"PeriodicalIF":2.0,"publicationDate":"2022-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42779427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. B. Agusdinata, Heide Lukosch, M. Hanif, D. Watkins
{"title":"A Playful Approach to Household Sustainability: Results From a Pilot Study on Resource Consumption","authors":"D. B. Agusdinata, Heide Lukosch, M. Hanif, D. Watkins","doi":"10.1177/10468781221138583","DOIUrl":"https://doi.org/10.1177/10468781221138583","url":null,"abstract":"Background. U.S. households produce a significant amount of greenhouse gas emissions, indicating a potential to reduce their carbon footprints from changing food, energy, and water (FEW) consumption patterns. Behavioral change to FEW consumption is needed, but difficult to achieve. Interactive and engaging approaches like serious games could be a way to increase awareness of possible measures, leading to more sustainable behavior at a household level. This study looks into the experiences and effects of a digital game for homeowners with the potential to reduce FEW resource consumption impacts. Intervention. In this study, we developed and implemented a digital game to explore its potential to raise awareness of the consumption and conservation of FEW resources and the efficacy of conservation messages. This study aims to measure learning outcomes from game participation and to assess the suitability of the game for informing resource conservation actions. Methods. We tested a proof-of-concept of a digital four-player game, called HomeRUN, with 28 homeowners. The data collected include homeowners’ values and preferences with regard to FEW resources. The patterns of game actions are analyzed with an emphasis on the effectiveness of conservation messaging in informing household consumption behavior. Results. About 65% of the respondents agree that they gained a better understanding of the greenhouse gas emission impacts of FEW resource consumption after playing the game. Over 57% of the respondents agree that the game experience would influence their future consumption behavior, while a quarter of the respondents are unsure. Overall, we demonstrate the HomeRUN game has potential as a tool for informing conservation efforts at a household level.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"104 - 130"},"PeriodicalIF":2.0,"publicationDate":"2022-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45800328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Anna-Stiina Wallinheimo, Anesa Hosein, David Barrie, A. Chernyavskiy, Irina Agafonova, Peter Williams
{"title":"How Online Gaming Could Enhance Your Career Prospects","authors":"Anna-Stiina Wallinheimo, Anesa Hosein, David Barrie, A. Chernyavskiy, Irina Agafonova, Peter Williams","doi":"10.1177/10468781221137361","DOIUrl":"https://doi.org/10.1177/10468781221137361","url":null,"abstract":"Background Online gaming motivations are differently associated with career interests. However, very little is known about online gaming behaviour based on the actual games played and how career interests are reflected in what people play. Hence, we investigated the actual gaming behaviour of individuals from an extensive secondary data set to further support gamers’ future career planning and professional training. Methods The study comprised 16,033 participants playing a different number of games on Steam. Our study was based on the 800 most played games only and included participants where we had access to gender and job details. We employed a secondary data analysis approach by using an existing data set (O’Neill et al., 2016), looking into the actual gaming behaviour of Steam users and additional administrative data (i.e., job details and gender) provided by Game Academy Limited. We used logistic regression on the participants’ top ten games, allowing us to investigate any possible associations between different professions, gender, and the games played. Results We found that IT professionals and engineers played puzzle-platform games, allowing for enhanced spatial skills. Managers showed an interest in action roleplay games where organisational and planning skills can be improved. Finally, engineers were associated with strategy games that required problem-solving and spatial skills. There were apparent gender differences too: females preferred playing single-player games, whereas males played shooting games. Conclusion Our study found that online gaming behaviour varied between different job categories, allowing the participants to gain different soft skills. The soft skills gained could assist gamers with training that leads to a particular career path. The reasons for these findings and suggestions for future research will be discussed.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"28 - 44"},"PeriodicalIF":2.0,"publicationDate":"2022-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47023526","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"DESSRT: A Novel Framework for Empirical Red Teaming at Scale","authors":"Brandon Behlendorf, G. Ackerman","doi":"10.1177/10468781221135199","DOIUrl":"https://doi.org/10.1177/10468781221135199","url":null,"abstract":"Background Red Teaming is widely used to discover vulnerabilities, test defensive measures, and anticipate emerging but novel threats. It has rarely been conducted both systematically and at scale, substantially limiting confidence in its results and the generalizability of its findings. Aim We introduce distributed, empirical, systematic, and scalable red teaming (DESSRT), a framework for translating tactical-level Red Teaming into a replicable research methodology. We apply DESSRT to address whether the information about and availability of computed tomography (CT) scanners influences adversary decision-making in aviation security. Method Using a convenience sample of 143 university students, participants role-played as adversaries in an eight-hour attack planning exercise. Via a custom instrument, participants were randomly assigned across three adversary profiles built on historical cases and then designed a simulated attack. Afterwards, one of three injects about CT scanners were randomly assigned, and participants were asked about potential changes in attack plans (including target changes). Differences among assigned profiles and CT scanner injects were evaluated using standard statistical tests of association. Results Although differences in explosive and weapon package selections were not statistically significant across profiles, security evasion methods were. Following injects, participants were equally as likely to change tactics across profiles, with the majority (53%) changing at least one tactical area. When asked, the majority (18) of those who changed targets (27/143) reported that the additional information on CT scanners did have some effect on their target change decision. Conclusion Overall, the DESSRT framework provides a novel mechanism for translating traditional Red Teaming exercises into a replicable and empirical research method. Although not a replacement for historical data, where available, DESSRT allows analysts and researchers to test theories about human decision-making, generate novel what-if insights to support planning efforts, and validate parameters within complex models.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"54 1","pages":"5 - 27"},"PeriodicalIF":2.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48357270","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Brian Cleveley, Karin Diane Hatheway-Dial, Lori Wahl, J. Peutz
{"title":"Comparison of Knowledge Change in a Virtual Reality Simulation Across Four Platform Technologies","authors":"Brian Cleveley, Karin Diane Hatheway-Dial, Lori Wahl, J. Peutz","doi":"10.1177/10468781221131352","DOIUrl":"https://doi.org/10.1177/10468781221131352","url":null,"abstract":"Introduction There has been an increase in the delivery of educational and training content using computer-based simulations across a range of platforms. Minimal studies have compared the effectiveness of multiple digital delivery platforms with one another using the same simulation. Objective This research investigated differences in knowledge change due to the platform used for delivery of a stand-alone learning simulation. Methods A pretest–posttest design was used to evaluate 127 participants. Participants were randomly assigned to one of four conditions: desktop, tablet, mobile VR (Google Cardboard), and virtual reality headset. A pretest was given prior to participants’ completion of a learning simulation. Upon completion of the learning simulation, participants completed a posttest. Results This study indicated that all participants improved knowledge scores across the four platforms used to deliver the learning simulation. All participants positively increased their overall scores from the pretest to the posttest. There were no statistically significant differences in knowledge change between the four groups. Conclusion All participants positively increased their overall scores from the pretest to the posttest regardless of platform technology used to deliver the virtual reality learning simulation. This indicates that it is possible to effectively deliver the same learning simulation across different platforms that include a mix of 2D and immersive technologies.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"645 - 662"},"PeriodicalIF":2.0,"publicationDate":"2022-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48862263","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mastery learning and deliberate practice: Do simulationists need clarification?","authors":"Timothy C. Clapper","doi":"10.1177/10468781221132850","DOIUrl":"https://doi.org/10.1177/10468781221132850","url":null,"abstract":"Background When the concepts of mastery learning and deliberate practice are applied in accordance with their intended meaning, they can be used to create robust learning opportunities that can ensure that more learners achieve and maintain higher standards of competency. With the rapid expansion of healthcare simulation over the past 10–15 years, these concepts are not always described accurately in the literature, leaving those considering the use of these practices vulnerable to inaccurate interpretation and application. Aim The purpose of this article is to provide a much-needed clarification of mastery learning and deliberate practice for those conducting simulation-based education. This clarification includes defining background information on these two important concepts and suggestions for application. Conclusion An accurate understanding of mastery learning and deliberate practice can ensure that going forward, we properly design interventions, systems, and research protocols that can inform us about what works best for our learners.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"602 - 614"},"PeriodicalIF":2.0,"publicationDate":"2022-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49355042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"To Nudge or to Gamify – How to Repair Reality?","authors":"M. Schijven, T. Kikkawa","doi":"10.1177/10468781221127480","DOIUrl":"https://doi.org/10.1177/10468781221127480","url":null,"abstract":"We may say that reality these days is broken. According to Jane McGonigal, that is no news, as that was the title of her groundbreaking and a must-read book back in 2011 (McGonigal, 2011). Jane extensively elaborated on escapism from reality, why games may make us better and succeed in life, and how games can change the world. A book a decade old, but is relevant to date as ever. As gaming may inspire us to cooperate and collaborate to repair what reality has broken, and gameplay may become a way of thinking and solving problems, rather than tinkering with a gadget. Now how to get people into a flow-zone, freely thinking how to solve everyday problems? Many theories about that, and in our thinking, we may find different games to play. Moving from playing a game, towards gamification and then shifting into nudging may be a very interesting concept. But little is to be found about the delicate, but important differences between gamification and nudging. Indeed, it is relevant to understand what sets them apart to maximize benefits. Gamification is a concept that has largely arisen from marketing. Behavior is believed to be the outcome from direct or indirect interaction with one’s surroundings, resulting from feedback in the form of rewards and/or punishments. Behavior is thus largely conditioned, having the player choose between options that are set out by the architect of the game. Setting out a game using game mechanics such as competition, rewards, accomplishments and often also punishments may activate people, engage theme and when well done, help people make better informed decisions for better outcomes in reality. Nudging, on the other hand, is all about free choice architecture. The master of the game, the game architect, provides players (aren’t we all?) in real life with framed options, providing choice. And s/he can make one option more appealing than the other","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"579 - 580"},"PeriodicalIF":2.0,"publicationDate":"2022-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47061155","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Offsetting Game—Framing Environmental Issues in the Design of a Serious Game","authors":"Nina V. Nygren, Ville Kankainen, Lucas Brunet","doi":"10.1177/10468781221126786","DOIUrl":"https://doi.org/10.1177/10468781221126786","url":null,"abstract":"Background Biodiversity crisis requires researchers to reflect on tools and strategies to engage with different stakeholders. We propose that serious games can be designed to introduce stakeholders to a novel environmental policy tool and to communicate research on environmental issues. Our case is biodiversity offsetting (BDO), a novel policy tool aiming to reconcile nature conservation with other land uses. As any media, games offer certain framings of the issues they communicate about—some aspects are made more salient than others. However, frame analysis has not been widely used to analyze the design choices or the messages communicated by games. We analyze how these framings are designed into a game communicating about environmental issues. Aim To intervene in the emerging public discussion on BDO in Finland, we designed a land use board game and during the design process, played it with public and private stakeholders who would soon encounter and implement biodiversity offsetting policies in Finland. The aim of this article is to describe how our framings of BDO affected the design process and how those framings interacted with the design decisions we made. With our analysis, we want to contribute to the understanding of how framings and design choices interact in game design and how paying attention to framings is especially important for the design of SGs. Method We analyze how our framings of biodiversity offsetting and our design choices interact in game design. Our understanding of biodiversity offsetting guided our game design, but the design choices also contribute to the framing of the issue itself. Results Game design choices strongly frame the topic of the game and thus influence the function of a serious game. Thus, the framings of the topic should be considered carefully during the game design process, especially in the context of serious games.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"615 - 644"},"PeriodicalIF":2.0,"publicationDate":"2022-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42271285","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Effect of Serious Games on Medical Students’ Motivation, Flow and Learning","authors":"I. Zairi, M. Ben Dhiab, K. Mzoughi, I. Ben Mrad","doi":"10.1177/10468781221123919","DOIUrl":"https://doi.org/10.1177/10468781221123919","url":null,"abstract":"Background and aim Serious games are interactive games with a purpose for education, developed generally under software technology, serious games also include tabletop games (board games and card games), and many of them are used in medical settings like hospital training. Previous work indicates that serious games can enhance students' motivation, interaction, and engagement. This study aimed to evaluate the effectiveness of a serious game on medical students' learning outcomes and determine its effect on students' flow and motivation and examine the relationship between the flow and motivation. Methods This was a prospective study performed for two years (2018-2019 and 2019-2020 academic years). A total of 108 third-year medical students participated in this study. Students were asked to play a serious game on a computer for twenty minutes. A set of questionnaires containing evaluation grids to measure the flow and the motivation were given to students. The effectiveness of the game was assessed using pre-and post-tests. Results Complete datasets were available for 97 students. Flow and motivation dimensions experienced by the students were generally high (mean = 54,5). Significant and positive relationships between the sub-scale of flow experience and intrinsic motivation to know, intrinsic motivation to experience simulation, and the three types of extrinsic motivation were found. There was a negative correlation between the flow dimension and intrinsic motivation toward accomplishments and amotivation. There was a significant difference between the mean scores of pre-tests and post-tests (p < .01). Conclusion The serious game is regarded as a particularly active and problem-solving form of learning that promote medical students' motivation, flow and learning achievements.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"581 - 601"},"PeriodicalIF":2.0,"publicationDate":"2022-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48429734","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andrew C Griggs, E. Lazzara, Shawn M. Doherty, J. Keebler, B. Gewertz, Tara N. Cohen
{"title":"Unlocking the Methodology of Escape Rooms: Considerations for Conducting Applied Escape Rooms in Research","authors":"Andrew C Griggs, E. Lazzara, Shawn M. Doherty, J. Keebler, B. Gewertz, Tara N. Cohen","doi":"10.1177/10468781221123595","DOIUrl":"https://doi.org/10.1177/10468781221123595","url":null,"abstract":"Background Teams are the foundation of modern organizations. Many organizations are interested in interventions to bolster the effectiveness of their workforce. One viable intervention is an escape room. Escape rooms are engaging, team-based activities that require individuals to work together to complete multiple tasks in a limited amount of time. Purpose The purpose of this article is to provide ten considerations that are relevant to leveraging escape rooms as a means for data collection. Specifically, we offer guidance regarding pilot testing, equipment set-up, participant recruitment, briefing participants, progress monitoring, hints, room maintenance, data maintenance and analysis, and revising the room and study. Conclusion The considerations provided in this article can assist researchers when attempting to employ an escape room as a mechanism to collect data.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"663 - 675"},"PeriodicalIF":2.0,"publicationDate":"2022-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47717874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}