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Discoveries in Gaming and Computer-Mediated Simulations

Book Description

Recent advancements have put Gaming and Computer-Mediated Simulations at the forefront of technology and learning. A closer look at these topic areas opens the door for development and innovation and the implications that go with it.Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications explores and promotes a deep conceptual and empirical understanding of the roles of electronic games and computer-mediated simulations across multiple disciplines. This book helps build a significant bridge between research and practice on electronic gaming and simulations, supporting the work of researchers, practitioners, and policymakers. Drawing on history allows this publication to help move this field forward.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Dedication
  5. Preface
    1. INTRODUCTION
    2. IJGCMS
  6. Section 1: Design of Games and Simulations
    1. Chapter 1: Lessons Learned about Designing Augmented Realities
      1. ABSTRACT
    2. Chapter 2: Design Factors for Effective Science Simulations
      1. ABSTRACT
      2. LEARNING FROM ANIMATIONS AND SIMULATIONS
      3. REPRESENTATION OF KNOWLEDGE
      4. LEARNER CHARACTERISTICS
      5. THE PRESENT STUDIES
      6. GENERAL DISCUSSION
    3. Chapter 3: Beyond Choices
      1. ABSTRACT
    4. Chapter 4: Game Design and the Challenge-Avoiding, Self-Validator Player Type
      1. ABSTRACT
      2. INTRODUCTION
      3. MOTIVATION AND LEARNING
      4. INTRINSIC MOTIVATION AND LEARNING
      5. MOTIVATION, PLAY STYLE AND GAMES
      6. RESULTS
      7. ACROSS GAME SYNTHESIS
      8. DISCUSSION
    5. Chapter 5: Using Recommendation Systems to Adapt Gameplay
      1. ABSTRACT
    6. Chapter 6: Leveraging Open Source Technology in 3D Game Engine Development
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND RESEARCH INTO THE LIBRARIES
      4. MAKING CHOICES BASED ON RESEARCH
      5. WRITING CORE CODE/CREATING 3D MODELS AND ART ASSETS
      6. ITERATIVE INTEGRATION PROCESS OF THIRD-PARTY LIBRARIES WITH CORECODE
      7. CONCLUSION AND IMPLICATIONS
  7. Section 2: Learning Outcomes of Games and Simulations
    1. Chapter 7: Promoting Civic Thinking through Epistemic Game Play
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORY
      4. METHODS
      5. DATA COLLECTION AND ANALYSIS
      6. RESULTS
      7. DISCUSSION
    2. Chapter 8: Learning as Becoming
      1. ABSTRACT
      2. INTRODUCTION
      3. CENTALITY OF VALUES
      4. THE PROCESS APPROACH AND BECOMING
      5. THE LEONIS LEARNING PROGRAM
      6. THE RESEARCH STUDY
      7. DATA ANALYSIS
      8. RESULTS
      9. DISCUSSION
      10. CONCLUSION
    3. Chapter 9: Rule of Engagement
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
    4. Chapter 10: Game- Based Representations as Cues for Collaboration and Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. DISCUSSION AND CONCLUSION
      5. FUTURE WORK
    5. Chapter 11: Designing Learning Activities for Sustained Engagement
      1. ABSTRACT
      2. INTRODUCTION
      3. CONCLUSION
      4. RELEVANCE OF ANALYSIS
      5. Appendix A. Character classes
      6. Appendix B. Learning and Functional Roles for designing structured interaction and positive interdependence
  8. Section 3: New Theoretical Considerations of Games and Simulations
    1. Chapter 12: COMPUTATIONAL LITERACY IN ONLINE GAMES
      1. ABSTRACT
    2. Chapter 13: What Players Like About Video Games
      1. ABSTRACT
      2. INTRODUCTION
      3. HYPOTHESES
      4. METHOD
      5. RESULTS
      6. DISCUSSION
      7. Appendix
    3. Chapter 14: The Play of Persuasion Why “Serious” Isn't the Opposite of Fun by Nicholas Fortugno Keynote Speech delivered at Meaningful Play, East Lansing, October 2008.
      1. ABSTRACT
    4. Chapter 15: Researching and Developing Serious Games as Interactive Learning Instructions
      1. ABSTRACT
      2. INTRODUCTION
      3. HISTORY OF GAME MODIFICATION (MODDING)
      4. THE RISE OF SERIOUS GAMES
      5. SERIOUS GAMES AS INTERACTIVE LEARNING INSTRUCTION
      6. 1. DETERMINING TARGET AUDIENCE AND LEARNING CONTENT *
      7. 2. DETERMINING THE AMOUNT OF FUNDING AND TIME AVAILABLE
      8. 3. WRITING GAME NARRATIVES
      9. 4. SELECTING THE GDK/GAME BUNDLE
      10. 5. VIDEO GAME DESIGN AND GAME MECHANICS
      11. 6. INTERACTIVE LEARNING INSTRUCTION DESIGN*
      12. AN INTEGRATED ASSESSMENT FRAMEWORK *
      13. 7. THE GAME DEVELOPMENT CYCLE
      14. 8. BETA TESTING AND USABILITY TESTING
      15. 9. PUBLIC RELEASE
      16. 10. EFFICACY ASSESSMENT *
      17. CONCLUSION
  9. Section 4: Creating and Living in Virtual Worlds
    1. Chapter 16: Visual analyses of the creation of avatars
      1. ABSTRACT
    2. Chapter 17: A Test of the Law of Demand in a Virtual World
      1. ABSTRACT
      2. INTRODUCTION: VIRTUAL WORLDS AS PETRI DISHES
      3. THE ENVIRONMENT: ARDEN
      4. EXPERIMENTAL PROTOCOL
      5. RESULTS
      6. DISCUSSION
    3. Chapter 18: Virtual Worlds for Teaching
      1. ABSTRACT
      2. INTRODUCTION
      3. THE VIRTUAL WORLD ENVIRONMENT
      4. METHOD
      5. DISCUSSION
      6. CONCLUSION
    4. Chapter 19: Playing Myself or Playing to Win?
      1. ABSTRACT
      2. INTRODUCTION
      3. METHOD
      4. MAIN STUDY
      5. RESULTS
      6. DISCUSSION
      7. Appendix 1
      8. Appendix 2
    5. Chapter 20: Investigating Perceptions of Avatar Creation for Use in Educational MUVEs
      1. ABSTRACT
      2. INTRODUCTION
      3. METHODS
      4. IMPLICATIONS
  10. Compilation of References
  11. About the Contributors