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Enhancing Scientific publications with serious games

Esther van der Drift & Koen Ekelschot. Enhancing Scientific publications with serious games. Problem statement. How can we enhance scientific publications in the field of social sciences through the use of serious games? Core points Scientific publications Social sciences Serious games.

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Enhancing Scientific publications with serious games

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  1. Esther van der Drift & Koen Ekelschot Enhancing Scientific publications with serious games

  2. Problem statement • How can we enhance scientific publications in the field of social sciences through the use of serious games? • Core points • Scientific publications • Social sciences • Serious games

  3. Motivation • Traditional article • Enriched publications / Rich Internet Publications / The article of the future • Serious games?

  4. Motivation • Serious games for educational purposes much more common these days • No research on using serious games for scientific communication • Serious games can be much more engaging and fun than multimedia applications.

  5. Motivation • Why social sciences? • Understandable for non-experts (less jargon than say, biology) • Diverse (e.g. cultural anthropology, educational sciences, psychology and sociology) • Experiments, communication concepts & theories

  6. Current state of research • Defining serious games • “A mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives." • Types of serious games: • Knowledge-based: Code Red: Triage • Skill-based: Re-mission

  7. Work hypothesis • What kind of research is done in social sciences? • Are there elements that can be mapped to serious games? • Visualizing/performing the experiment • ??? • A few examples of how one could develop a game based on scientific research

  8. Hobbits and orcs problem Jug problem

  9. Research method • Literature review • Serious games • Different types • Effects onlearning/understanding • Game elements / indicators • Conceptual, procedural, attitudinal • Research in social sciences • Cognitive theories • Performing experiments

  10. Literature Games: • Rollings, A. & Adams, E. (2003). On Game Design. Indianapolis: New Riders • Stapleton, A. (2004) Serious Games: Serious Opportunities. Paper presented at the Australian Game Developers’ Conference, Academic Summit, Melbourne, VIC. • Van der Spek, E.D., Wouters, P., & van Oostendorp, H. (2009). Code Red: Triage. Or, COgnition-Based DEsign Rules Enhancing DecisionmakingTRaining in a Game Environment. In Games and Virtual Worlds for Serious Applications, 2009(pp. 166-169). Coventry: IEEE. • Zyda, M. (2005). From Visual Simulation to Virtual Reality to Games. Computer, 38(9), 25-32.

  11. Literature Social science: • Anderson, J.R., (2000). Cognitive Psychology and Its Implications. New York: Worth Publishers. • Huang, M.H., & Chang, Y.W. (2008). Characteristics of research output in social sciences and humanities: From a research evaluation perspective. Journal of the American Society for Information Science and Technology, 59(11), 1819-1828. • Loftus, E. F. (1996). Eyewitness testimony. Cambridge, MA: Harvard University Press. • Loftus, E. F., & Pickerall, J. (1995). The formation of false memories. Psychiatric Annals, 25, 720-725. • López, J., & Cáceres, M. (2010). Virtual games in social science education. Computers & Education, 55(3), 1336-1345.

  12. Planning • 20-12: Types of research finished • 30-12: Generalizingexamples of games • 10-01: Demo finished • 15-01: Conclusions finished • 17-01: Paper finished • 24-01: Last refinements

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