Zoom:一个严肃的游戏干预设计模型——当游戏本身是不够的!

A. Brooks
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引用次数: 1

摘要

这篇文章是基于作者成熟的工作经验,并由此产生了大型的国家(丹麦)和国际(欧洲)资助项目、专利、商业产品和严肃游戏公司。主要重点是分享一个行动中和行动中应急两阶段模型,以评估ICT(严肃游戏和创造性表达)在医疗保健和学习干预中的使用情况。该模型于2005年首次发布,是新兴的,已经发展到可以适用于现有的背景和情况,例如非正式、非正式和正式。因此,为了推进该模型,欢迎第三方审查、应用和评估,以讨论利弊和可能的改进。此外,在模型中,次要的重点简要地争论,但重要的是,如何研究应用当代信息通信技术需要额外的具体研究伦理考虑。为了定位这些焦点,本文首先介绍了作者的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Zoom: A Serious Games Intervention Design Model - When Games Alone Are Not Enough!
This article posits reflections from the author's mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creative expression) in healthcare and learning intervention. The model, first published in 2005, being emergent, has evolved to suggest being applicable beyond existing contexts and situations e.g. informal, non-formal and formal. Thus, to advance the model, third party review, applied use and assessment toward discussions of pluses, minuses and possible improvements is welcomed. Additionally, within the model a secondary emphasis argues briefly, but importantly, how researching applied contemporary ICT requires an additional specific research ethic consideration. To position these foci, the author's research is first introduced.
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