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Showing 1 to 15 of 26 results Save | Export
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Montola, Markus – Simulation & Gaming, 2012
This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game…
Descriptors: Epistemology, Social Theories, Social Environment, Cultural Context
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Greco, Marco; Branca, Antonio Maurizio; Morena, Gianfranco – Simulation & Gaming, 2011
Reputation enables different parties to establish a trusting and cooperative relationship, a key factor in integrative negotiations referred to as "win-win" negotiations. Thus, a good reputation mechanism can bring simulations closer to reality. In this study, the authors review the reputation mechanisms applied to the online business game WIN WIN…
Descriptors: Reputation, Nonparametric Statistics, Business Education, Video Games
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Zagal, Jose P.; Tomuro, Noriko; Shepitsen, Andriy – Simulation & Gaming, 2012
Natural language processing (NLP) is a field of computer science and linguistics devoted to creating computer systems that use human (natural) language as input and/or output. The authors propose that NLP can also be used for game studies research. In this article, the authors provide an overview of NLP and describe some research possibilities…
Descriptors: Literature Reviews, Research Tools, Computational Linguistics, Research Needs
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Lawson, Larry L.; Lawson, Catherine L. – Simulation & Gaming, 2010
Experimental research in business and economics has exploded in recent years in both laboratory and field settings. The generality of findings from field experiments is limited by the specificity of the experimental environment. Laboratory studies, on the other hand, are criticized for being devoid of the contextual cues that may indicate to…
Descriptors: Video Games, Computer Simulation, Experiments, Research Methodology
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Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
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Jenson, Jennifer; de Castell, Suzanne – Simulation & Gaming, 2010
This review of gender and gameplay research over the past three decades documents a set of persistent methodological repetitions that have systematically impeded its progress since the inception of this trajectory of research. The first is, in fact, a refusal to consider gender at all: Conflating gender with sex impedes possibilities to identify…
Descriptors: Computers, Video Games, Design, Industry
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Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
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Shubik, Martin – Simulation & Gaming, 2009
An overall view of the development of gaming and simulation is presented. This includes a consideration of some observations on what had been predicted and what happened, as well as some predictions concerning the future. Stress is given to prediction based on what is technically feasible and prediction based on the sociopolitical environment. It…
Descriptors: Social Influences, Political Issues, War, Games
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Greenberg, Bradley S.; Sherry, John; Lachlan, Kenneth; Lucas, Kristen; Holmstrom, Amanda – Simulation & Gaming, 2010
Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they…
Descriptors: Suburban Schools, Video Games, Fantasy, Questionnaires
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Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
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Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
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Weir, Kimberly; Baranowski, Michael – Simulation & Gaming, 2011
To understand world politics, one must appreciate the context in which international systems develop and operate. Pedagogy studies demonstrate that the more active students are in their learning, the more they learn. As such, using computer simulations can complement and enhance classroom instruction. CIVILIZATION is a computer simulation game…
Descriptors: Computer Simulation, Active Learning, International Relations, Political Issues
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Hsu, Hui-Yin; Wang, Shiang-Kwei – Simulation & Gaming, 2010
The use of games in educational contexts has recently received growing attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers' beliefs about the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy and…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Technological Literacy
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Shibuya, Akiko; Sakamoto, Akira; Ihori, Nobuko; Yukawa, Shintaro – Simulation & Gaming, 2008
A 1-year panel study of 591 children in fifth grade explored the accumulative effects of the presence and contexts of video game violence on aggression and the antiviolence norm in Japan, on the basis of a comprehensive content analysis of video game violence. The results suggest that contextual effects of violent video games are quite complex,…
Descriptors: Video Games, Statistical Data, Foreign Countries, Content Analysis
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Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
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