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- Berg Marklund, Björn, 1988-, et al.
(författare)
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Bad Game, Good Learning : Examining the Contradictions of Digital Game-Based Learning
- 2020
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Ingår i: Proceedings of the 14th European Conference on Game Based Learning. - Reading, UK : Academic Conferences and Publishing International Limited. - 9781912764709 - 9781912764716 ; , s. 67-76
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Konferensbidrag (refereegranskat)abstract
- This paper aims to explore some of the inherent dichotomies between games and learning. This is not referring to the already thoroughly discussed challenge of merging learning content into appealing and engaging game design, but rather to a more fundamental question whether games, as a medium and as technological objects, are well suited to convey learning content. In order to anchor this discussion in something more concrete, the paper will describe a project in which a learning game was created, and describe some of the main development and design challenges encountered during the project. These challenges revealed a necessity of often going in directions directly opposed to what is considered to be good game design principles, as well as limitations in what type of messages the medium of digital games can efficiently convey. For example, clear goals and progression, feedback on actions, providing players with clear information, and empowering player agency, while often suitable in creating good games, are not suitable when representing complex issues in educational games. Based on these insights, the paper concludes with a broader discussion regarding the validity of some core tenets of game-based learning, and calls for a less instrument-focused and game-oriented way of creating and discussing games’ relationship to learning and education.
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- Ugolotti, Vania Castagnino, et al.
(författare)
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Crying in the game : an inductive analysis of a game that portraits benevolent sexism
- 2020
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Ingår i: Proceedings of the 14th European Conference on Games-based Learning. - Reading, UK : Academic Conferences and Publishing International Limited. - 9781912764709 - 9781912764716 ; , s. 620-628
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Konferensbidrag (refereegranskat)abstract
- Sexism in digital games has received a lot of attention in recent research. Most such studies are addressing the perception of sexist content in games and the attitude in gaming communities. This article analyses the digital game Behind Every Great One, which portraits benevolent sexism, i.e. sexism that may appear positive but that has a damaging effect. What is unique with this game is that it is played from the victim's perspective, a housewife. The article presents an inductive analysis of the game using a triangulation of three different methods: a textual analysis, a player study, and an interview with the developer. The result shows that the game manages to convey benevolent sexism to players and evoke empathy for the victim. This is achieved through a combination of mechanics, narrative, and visual and musical aesthetics. For example, the physical space available for the protagonist is constantly shrinking and crying is used as a powerful mechanics in the game. The player needs to find an empty space for the protagonist to cry and this provides insight into her emotional state. Through the game, the developer reflects upon his own behaviour towards women and the consequences it might have had for them. In particular how his, and other men's, self-absorption forces their female partners into an undesirable social role, in which their needs are constantly neglected. The combination of a meaningful gameplay and the use of game mechanics to convey a message lead us to suggest that the gameplay can be characterized as a persuasive meaningful play. The game has a potential to be used in educational environments as a starting point for discussions regarding gender roles and benevolent sexism.
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