Educational video games can engage students in authentic STEM practices, which often involve visual representations. In particular, because most interactions within video games are mediated through visual representations, video games provide opportunities for students to experience disciplinary practices with visual representations. Prior research on learning with visual representations in non-game contexts suggests that visual representations may confuse students if they lack prerequisite representational-competencies. However, it is unclear how this research applies to game environments. To address this gap, we investigated the role of representational-competencies for students’ learning from video games. We first conducted a single-case study of a high-performing undergraduate student playing an astronomy game as an assignment in an astronomy course. We found that this student had difficulties making sense of the visual representations in the game. We interpret these difficulties as indicating a lack of representational-competencies. Further, these difficulties seemed to lead to the student’s inability to relate the game experiences to the content covered in his astronomy course. A second study investigated whether interventions that have proven successful in structured learning environments to support representational-competencies would enhance students’ learning from visual representations in the video game. We randomly assigned 45 students enrolled in an undergraduate course to two conditions. Students either received representational-competency support while playing the astronomy game or they did not receive this support. Results showed no effects of representational-competency supports. This suggests that instructional designs that are effective for representational-competency supports in structured learning environments may not be effective for educational video games. We discuss implications for future research, for designers of educational games, and for educators.
more »
« less
Towards Qualia-Driven Game Design
Video games act as engines that communicate aspects of experience through player interaction. We argue that this communication of first-person experience (qualia) is unique in its ability to interact with a player’s mind-body in a potent and observable way. Unfortunately for designers and researchers, many of the desirable traits of video games are not inherently measurable via traditional, quantitative means - they are emergent properties dependent on the perspectives with which they are observed. This paper investigates the work of video game designers as it relates to phenomenology and embodied cognition and lays out a path for future researchers and designers to leverage phenomenology as a foundation for video game creation. We offer that the intersection between embodied cognition, game design, and phenomenology suggests a path from descriptions of conscious experiences (qualia) to real, distributable design recommendations in video game design and study.
more »
« less
- Award ID(s):
- 2202521
- PAR ID:
- 10539230
- Publisher / Repository:
- DiGRA
- Date Published:
- Subject(s) / Keyword(s):
- Game Design Phenomenology Embodied Cognition Game Research Game Production
- Format(s):
- Medium: X
- Location:
- Guadalajara, Mexico
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
In the physical world, teammates develop situation awareness about each other's location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, distributed multiplayer games provide awareness cues - information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely complex, impacting how players experience games and work with teammates. Despite the importance of awareness cues, designers have little beyond experiential knowledge to guide their design. In this work, we describe a design framework for awareness cues, providing insight into what information they provide, how they communicate this information, and how design choices can impact play experience. Our research, based on a grounded theory analysis of current games, is the first to provide a characterization of awareness cues, providing a palette for game designers to improve design practice and a starting point for deeper research into collaborative play.more » « less
-
Embodied design methods are gaining popularity among design researchers. They leverage the physical and situated experience of designers to access and better understand present and future situations, humans, and design opportunities. Here, we propose a workshop to learn about, engage with, and discuss larping (live action role playing) as an embodied design research method, in particular as: i) a sensitizing activity prior to design; and ii) a test-bed to investigate and further iterate design concepts and prototypes. The workshop is organized by design research experts in embodied design methods and larps, and it is aimed at those interested in embodied design methods, with or without experience with larps. Insights from the workshop will be captured in a joint article extending current embodied design methods.more » « less
-
As video games and esports continue to grow in popularity, gaming injuries are also on the rise. In recent years, medical professionals have placed greater emphasis on preventing and treating gaming injuries and proposed specific gaming health guidelines. However, the game industry and game research community have not done enough to address the hazards of gaming injuries or raise awareness about such hazards to players, parents, and game designers. In this paper, we propose a framework of injury-aware game design that addresses the two main causes of gaming injuries: prolonged gaming and repetitive microtrauma. We have identified a set of injury-aware game design techniques to help raise awareness of gaming-related hazards, promote healthy gaming behavior, and optimize gameplay to prevent injuries. We believe an effective way to deliver gaming-related health information to game players is through games themselves. To demonstrate this framework, we have developed an injury-aware game and conducted a user study with players and game designers. The results from the proof-of-concept game and user study show that both players and designers have a positive reception to the idea of implementing more inclusive measures into games, with nearly all participants of the user study being interested in the idea of hand exercise recommendations.more » « less
-
Teamwork assessment requires research environments that replicate the task complexity and induce challenges and uncertainty. Gamified environments are gaining attention as suitable environments for teamwork assessment, where teaming behaviors can be quantified. However, further research is needed to establish the relationship between gaming mechanics and teaming competencies. This work aims to assess the consistency of video games in inducing teaming behaviors. Five video games were analyzed through coding behaviors and cooperative features from gameplay streams. Results show that the selected games induce similar behavioral profiles of percentages of teaming competencies. These games have similar design characteristics, including performance environments and game loops. Design suggestions reflect potential associations between the analyzed game mechanics and the resulting behavioral profiles. The resulting teamwork profiles can be targeted through the simulation cooperative genre, therefore providing a design tool for teamwork testbed designers to induce teamwork distributions of interest.more » « less
An official website of the United States government

