站在巨人的肩膀上创造更美好的未来

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
M. Schijven, T. Kikkawa
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引用次数: 0

摘要

亲爱的《模拟与游戏》的读者们,考虑到《S&G》杂志的丰富遗产,我们目前的研究在很大程度上受到了我们祖先的工作和遗产的影响,无论是否有意识。阅读我们伟大学者的传记部分,我们可以追溯历史,了解文学中的严肃游戏领域是如何成为一个既定的研究领域的。当再次读取时,人们可能会注意到,我们的一些祖先将棋盘游戏“外交”称为第一个进入严肃游戏领域的游戏。这个游戏是关于作为国家代表的玩家之间的谈判和背叛,最终只有一个玩家(国家)可能会赢。考虑到这是一款当时很受欢迎的游戏,就在第二次世界大战之后,这可能意味着玩家当时有一种相当悲观的世界观,即应该更好地学习战术谈判和如何应对背叛,以便在未来获得更多的机会。当时,他们的游戏产品组合中没有改变世界、利用模拟/游戏创造更美好未来的想法。与文献中更经典的研究主题相比,对(数字)游戏和模拟的研究相对较新。简·麦戈尼格尔(Jane McGonigal)的传奇著作《现实被打破》(2011)在出版仅十年后就已经成为经典。正如我们在2022年12月号的社论中指出的那样,当我们能够学习游戏并从中受益时,Jane向我们展示了一个充满希望的未来。事实上,从她的角度来看,游戏可以让世界变得更好。因此,无论其目的或发展是好是坏,研究背后的理念和动机
本文章由计算机程序翻译,如有差异,请以英文原文为准。
On the Shoulder of the Giants for Creating a Better Future
Dear readers of Simulation and Gaming, Considering the rich heritage of the S&G journal, our current research is much influenced by the work and legacy of our ancestors, whether consciously -or not. Reading the biographies section of our great scholars, one may trace back history and learn how the field of serious play in literature became an established area of research. When reading again, one may notice some of our ancestors referring to the board game “Diplomacy “as the first game to enter the field of serious play. This game is about negotiation and betrayal among players as representatives of countries, with in the end, only one player (country) could win. Considering the fact that it was a popular game at the time, just after WW2, this might imply that players then had a rather pessimistic worldview, i.e., one should better learn tactical negotiation and how to deal with betrayal -in order to futureproof their chances. The idea of changing the world and to make a better future using simulation/gaming was, at that time, not in their gaming portfolio. In comparison with more classic research topics found in literature, research on (digital) games and simulations is relatively new. Jane McGonigal’s legendary book “Reality is broken” (2011) is now already a classic, only a decade after its date of the publication. As we pointed out in our editorial of the December issue in 2022, Jane showed us a promising future when we are able to learn and benefit from using games. Indeed, from her perspective, games can change the world for the better. So, be its purpose or development for better or worse, the idea and motivation behind researching
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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