学术游戏-绘制电子游戏在研究情境中的使用

Marcello A. Gómez-Maureira, Max van Duijn, C. Rieffe, A. Plaat
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引用次数: 1

摘要

电子游戏被用作非娱乐目的的工具,包括研究背景。本文将“学术游戏”定义为在学术机构中用于生成、评估或传播知识的游戏。与游戏的这种独特用途相关的广泛意图很少被明确讨论。当它们被提及时,它们往往是特定于单个游戏的执行,或者它所处的研究领域。本文描绘了在研究情境中使用游戏的不同基本目的:作为刺激、干预、激励或建模平台的参与。本文对现有文献进行了简要回顾,并讨论了影响游戏在研究背景下使用的不同方面:信息流、学术努力与游戏产物之间的依赖关系以及所需的特殊性。这一讨论是基于对之前作品中各种例子游戏的分析。本文最后提出了未来学术游戏开发专业化的研究议程及相关论述。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Academic Games - Mapping the Use of Video Games in Research Contexts
Video games have been used as tools for non-entertainment purposes, including research contexts. This paper defines ‘academic games’ as games that are used and developed within academic institutions for the generation, evaluation, or dissemination of knowledge. Broad intentions related to this unique use of games are rarely explicitly discussed. When they are mentioned, they tend to be specific to an individual game’s implementation, or the field of study in which it is situated. This article maps the different fundamental purposes that motivate the use of games in research contexts: involvement as stimulus, intervention, incentive, or as modeling platform. A compact review of existing literature is provided, complemented by a discussion of different facets shaping the use of games in research contexts: the flow of information, the dependency between academic effort and game artifact, and the specificity that is required. This discussion is informed by the analysis of various example games from previous work. A research agenda for the future professionalization of academic game development and its discourse concludes the article.
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