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Cover of Serious Learning in Playful Roles: Socio-political games for education and social change
Whitepaper12 pages

Serious Learning in Playful Roles: Socio-political games for education and social change

Serious games function as powerful pedagogical tools by utilizing procedural design to immerse players in complex socio-political realities such as poverty, conflict, and homelessness.

  • Serious games leverage procedural design to embed ideological arguments directly into mechanics, allowing players to experience complex socio-political realities like poverty and conflict.
  • Effective educational outcomes depend on integrating learning content into core gameplay loops rather than relying on disconnected text or isolated tasks.
  • A primary risk in this medium is the oversimplification of intricate historical or political narratives, which can fragment the user experience and undermine educational objectives.
Loading... The Journal of the Canadian Game Studies AssociationSep 2009
Cover of Videogames and Complexity Theory: Learning through Game Play
Whitepaper11 pages

Videogames and Complexity Theory: Learning through Game Play

This analysis explores video games as complex, adaptive, and self-organizing systems that facilitate sophisticated learning.

  • Video games function as complex, adaptive systems that facilitate superior learning by coupling information with action, unlike traditional educational models that isolate tasks from their context.
  • Games foster emergent learning by keeping players within a 'regime of competence' through well-ordered, pleasantly frustrating challenges that promote system thinking over rote memorization.
  • The inherent instability and infinite, emergent possibilities within a game environment serve as the primary drivers for high levels of player engagement and skill acquisition.
Canadian Game Studies AssociationSep 2009
Cover of Frames and Simulated Documents: Indexicality in Documentary Videogames
Whitepaper12 pages

Frames and Simulated Documents: Indexicality in Documentary Videogames

Documentary videogames function as sophisticated instruments for historical inquiry by leveraging indexical relationships to forensic data and archival records.

  • Documentary videogames function as tools for historical inquiry by shifting the player's role from a passive participant to an active forensic investigator of archival records.
  • The effectiveness of these games relies on the indexical relationship between digital simulations and real-world forensic data rather than a pursuit of perfect historical fidelity.
  • Procedural design in titles like JFK Reloaded allows players to analyze the causal links between digital signs and historical events through the reconstruction of physical processes.
Loading... The Journal of the Canadian Game Studies AssociationSep 2009
Cover of Seeking the Embodied Mind in Video Game Theory: Embodiment in Cybernetics, Flow, and Rule Structures
Whitepaper9 pages

Seeking the Embodied Mind in Video Game Theory: Embodiment in Cybernetics, Flow, and Rule Structures

This analysis examines the role of the human body within video game theory, specifically critiquing how cybernetics and flow theory conceptualize the player.

  • Current game theory is overly reliant on formalist, rule-based frameworks that prioritize cognitive processes while neglecting the player's physical and material reality.
  • Cybernetic models in game theory treat players as disembodied information processors, focusing exclusively on mechanical feedback loops rather than human experience.
  • Flow theory creates a flawed, adversarial relationship between mind and body, requiring the player to condition their physical self to achieve immersion.
Canadian Game Studies AssociationSep 2009
Cover of Playing in the Fields of Desire: Hegemonic Masculinity in Live Combat LARPs
Whitepaper12 pages

Playing in the Fields of Desire: Hegemonic Masculinity in Live Combat LARPs

Live-action role-playing (LARP) environments frequently function as liminal spaces that reinforce rather than subvert traditional gender norms.

  • Live-action role-playing (LARP) environments often reinforce traditional gender norms by prioritizing physical combat and aggressive assertiveness as the primary metrics for success.
  • Game mechanics act as gatekeepers that create a binary divide between 'power-gamers' who embody dominant masculine traits and 'role-players' who prioritize empathy or support-based development.
  • The institutionalization of combat-heavy gameplay systematically marginalizes participants who do not conform to traditional masculine archetypes.
Loading... The Journal of the Canadian Game Studies AssociationSep 2009
Cover of Close Reading Oblivion: Character Believability and Intelligent Personalization in Games
Whitepaper20 pages

Close Reading Oblivion: Character Believability and Intelligent Personalization in Games

The Elder Scrolls: Oblivion serves as a primary case study for examining the tension between intelligent personalization and the psychological phenomenon of character believability in open-world role-playing games.

  • Over-promising on the depth of interactive AI systems creates a dissonance between player expectations and technical execution, which ultimately undermines the perceived authenticity of the gameworld.
  • The 'uncanny valley' effect in open-world RPGs is frequently triggered when sophisticated modeling attempts exceed the underlying technology's capacity to sustain consistent, human-like behavior.
  • Adaptive systems that rely on rigid stereotyping and class-recommendation algorithms often fail to account for the nuance of individual player choices, leading to biased or inconsistent NPC interactions.
Canadian Game Studies AssociationSep 2009
Cover of Fun Forever?: Toys, Games, and Play in Louisa May Alcott's Little Women
Whitepaper18 pages

Fun Forever?: Toys, Games, and Play in Louisa May Alcott's Little Women

Louisa May Alcott's Little Women (1868/1869) is presented here as an unusually early and original American children's text in which play is valued for its own sake rather than merely as a vehicle for moral instruction.

  • Louisa May Alcott's Little Women (1868/1869) treats play as valuable in its own right rather than merely as a vehicle for moral instruction, an unusually early stance in American children's literature, and it contrasts sharply with Martha Finley's Elsie Dinsmore (also 1868), where play is subordinated to Christian submission.
  • The novel is read as a faithful record of nineteenth-century American play culture, with its improvised toys, domestic spaces such as the garret, and period games like croquet, Authors, and Rigmarole reflecting the era's leisure practices.
  • Alcott's family commitment to play, especially her mother Abba's practice of hosting games, grounds the novel's emphasis on play, as shown in Alcott's childhood journals.
American Journal of PlaySep 2009
Cover of In and Out of Control: Learning Games Differently
Whitepaper16 pages

In and Out of Control: Learning Games Differently

Digital gameplay functions as a complex, networked environment where agency is distributed across human players, social bystanders, and technological interfaces.

  • Game mastery is an embodied, relational practice developed through sustained interaction with technology and social peers, rather than an innate or static skill set.
  • The transition from novice to expert is marked by a shift in focus from the screen to social interaction, accompanied by a transition from guarded, closed physical postures to open, fluid movements.
  • Technological competence is a social and technical construction built through practice and equitable access, debunking the myth of the 'digital native' as an inherent trait.
Loading... The Journal of the Canadian Game Studies AssociationApr 2009
Cover of Games and Agents: Designing Intelligent Gameplay
Whitepaper20 pages

Games and Agents: Designing Intelligent Gameplay

The integration of multiagent system technology into modern game engines represents a critical evolution in the development of cognitively intelligent and autonomous non-playing characters.

  • Modern game development must transition from static, scripted NPC behaviors to asynchronous multiagent systems to achieve realistic, strategic decision-making.
  • Successful agent integration requires a middle layer that translates raw engine data into high-level, actionable concepts for autonomous characters.
  • Developers should utilize event queues and XML-based object perception models to create decoupled systems where agents only process situation-dependent information.
Hindawi Publishing CorporationJan 2009
Cover of Conflict Management and Leadership Communication in Multiplayer Communities
Whitepaper7 pages

Conflict Management and Leadership Communication in Multiplayer Communities

Conflict in multiplayer gaming communities tends to arise less from simple misunderstandings than from deeper disagreements over motivations, cheating, and the negotiation of shared values, goals, and norms.

  • Conflict in multiplayer gaming communities usually stems from deeper disagreements over motivations, cheating, and shared values or norms rather than simple misunderstandings, and because player groups are self-organized, managing it becomes a collective responsibility with leadership communication as a key mechanism.
  • The study, based on interviews with 15 players and e-mail exchanges with six more, identifies a recurring tension between competitive, task-oriented "powerplayers" and casual players who prioritize enjoyment, with friction between fun and effectiveness eroding cohesion when norm interpretations stay unresolved.
  • Players with serious, goal-directed motives tend to accept stronger authoritative leadership, whereas casual players are more likely to resist it.
DiGRAJan 2009
Cover of Genre in Genre: The Role of Music in Music Games
Whitepaper8 pages

Genre in Genre: The Role of Music in Music Games

Music games have long been shaped by the economics of music licensing, and this analysis argues that the pursuit of popular recordings drove publishers toward well-known tracks as declining CD sales and the growing commercial value of game exposure reshaped negotiations over rates.

  • Music game song selection has been shaped by licensing economics: as CD sales declined and game exposure gained commercial value, publishers pursued popular recordings and rate negotiations shifted accordingly.
  • Konami's Dance Dance Revolution succeeded through a deliberate balance of genres, track lists, and difficulty tiers that sustained player engagement over time.
  • Ubisoft and A2M's Flow: Urban Dance Uprising, a hip hop title with a smaller licensing budget and tight development timeline, received panned reviews and weak 'meaningful play' outcomes.
DiGRAJan 2009
Cover of Persuasive Design of a Mobile Energy Conservation Game with Direct Feedback and Social Cues
Whitepaper7 pages

Persuasive Design of a Mobile Energy Conservation Game with Direct Feedback and Social Cues

The paper presents Power Explorer, a mobile pervasive game designed to promote energy conservation in the home by letting players learn about electricity-consuming appliances and develop more positive attitudes toward saving energy.

  • The paper presents Power Explorer, a mobile pervasive game that aims to promote home energy conservation by teaching players about electricity-consuming appliances and fostering more positive attitudes toward saving energy.
  • The core argument is that pervasive games, which extend play into real-world environments, suit persuasion and learning because they embed households in real tasks and give immediate feedback on actual behavior, unlike simulated educational games or explicit tips that players may filter out as nagging.
  • Consumption is measured in real time with clip-on magnetic field sensors on incoming electrical cables, with compressed results relayed to a game server and then to players' phones over a cellular network.
DiGRAJan 2009

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