New entry in the Digiplay Games Research Bibliography:

Sisler, Vit (2008)
European Journal of Cultural Studies

Image of booksThis article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framework of terrorism and hostility. It then contrasts these broader trends in western digital representation with selected video games produced in the Arab world, whose authors have knowingly subverted and refashioned these stereotypes in two unique and quite different fashions. In conclusion, it considers the significance of western attempts to transcend simplified patterns of representation that have dominated the video game industry by offering what are known as 'serious' games. Read more...

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IEEE Annals of the History of Computing logoIEEE Annals of the History of Computing will publish a special issue for July 2009 on the history of computer games.

The term “computer game” is understood in the broadest sense of including any form of digital game based on computer hardware or software, playable on a range of devices and networks from game consoles to the Internet. Essays covering this subject area from a variety of perspectives are welcome. These perspectives might include historical studies of hardware platforms, interfaces, artificial intelligence, programming, player interfaces, virtual reality, military simulation, commercial games, player-generated content, social networks, case studies of game development, or the evolution of the game industry. Perspectives on both development and use of computer games are welcome. Please keep in mind that every essay in this volume should contribute to the journal’s intention of “recording, analyzing, and debating the history of computing.”

New entry in the Digiplay Games Research Bibliography:

Johansson, M.; Kuller, R. (2002)
Simulation & Gaming

Image of booksThis article describes intermediate stages in the development of TRAFFIC JAM, a computerized gaming simulation for children and adolescents. TRAFFIC JAMfocuses on the environmental and health impact of various means of transport, such as walking, biking, and going by bus or private car. It is being developed within the field of environmental psychology as a tool for promoting attitudes related to proenvironmental choice of transportation. So far, the program has been assessed in three empirical studies. In the first study, the background pictures were validated by means of semantic environmental description. Study 2 aimed to evaluate the hero figures in terms of Küller’s basic emotional process, and in Study 3, players’ emotional reactions to the first version of TRAFFIC JAMwere studied with both quantitative and qualitative methods. The important question of attitudinal change is not discussed in the article. Read more...

New entry in the Digiplay Games Research Bibliography:

Ibbitson, K. E.; Irvine, C. (2005)

Image of booksThe purpose of this study is to present an overview of the current writings and research in the field of educational complex games and simulations and their use in the classroom. In addition, it will look at the complex gaming software currently being used and/or developed to help meet the learning needs of the digital age student. It will consider the implications of using games in the classroom and make recommendations for future research. Read more...

New entry in the Digiplay Games Research Bibliography:

Hogle, J. G. (1996)

Image of booksThis paper reviews proposed benefits of using games as cognitive tools, and discusses the complexities of assessing those benefits. Use of educational games to supplement traditional classroom lectures is purported by some researchers to increase interest, motivation, and retention, as well as to improve higher order thinking and reasoning skills. Assessment of the effectiveness of games as cognitive tools is a complex issue, and several variables, such as learner differences, assessment methods, and implicit knowledge, must be considered. Read more...

New entry in the Digiplay Games Research Bibliography:

Henderson, J.; Hainley, V. (2006)
Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)

Image of booksThe current buzz-word in the e-Learning community is game-based learning or serious games–games whose primary focus is education not entertainment. Until recently, much e-Learning consisted of page-turner lessons created in an attempt to fill the growing demand for online courses. However, e-Learning is moving beyond merely digitizing traditional classroom course content for online accessibility. These serious games are becoming the new model for e-Learning. A good game, including a serious game, consists of a story, a clear goal, a significant yet not impossible challenge, meaningful actions, and appropriate feedback all rolled up in an attention-getting package. A challenge for instructional designers in creating these serious games is changing our mindset from the traditional presentation of the lesson followed by testing to assess student comprehension. These lessons are typically in text format followed by a multiple choice test. Even when we try to jazz it up with graphics and interactivity, it is still the same old thing. In creating games, we need to move away from putting text on a screen to creating engaging learning experiences. So, how do we make the transition from instructional designers to serious game designers? What do instructional designers need to do differently? This paper describes the challenges and lessons learned in designing two game-based courses for the U.S. Army. We’ve had to adapt everything from storyboarding to the changing roles of the development team members. instructional designers need to know how games work and how to keep the educational objective from being obscured by the entertainment and glitz of the game. Read more...

New entry in the Digiplay Games Research Bibliography:

Hauge, J. B.; Duin, H.; Oliveira, M.; Thoben, K. D. (2006)
12th International Conference on Concurrent Enterprising

Image of booksComputer games become more and more important, as a tool to support education and training at school and university, as well as vocational training in industry. Contrary to the development of business software, the design of a computer game has to follow other development principles, specifically when collecting the end user (potential gamer) requirements. This paper presents two different approaches used to collect end user requirements for the development of computer games to be applied as vocational training tool in the manufacturing industry. These approaches are compared with each other, and analyzed against traditional requirements methods from software engineering. The paper presents the result of the analysis, along with the lessons learnt. Read more...

New entry in the Digiplay Games Research Bibliography:

Doris, K.;Larkin, M.;Silvia, D.;McDowell, P. (2004)
Simulation Interoperability Workshop

Image of booksOver the past decade the computer gaming industry has not only generated its own multi-billion dollar section of the entertainment industry, but it has also made significant inroads into the military market, especially in training and simulation, starting with Marine Doom and continuing up to today’s Full Spectrum Command and America’s Army. This paper describes a Navy-funded research project that uses gaming technology for not only training, but also as an operational decision aid for the Tactical Tomahawk Weapon Control System (TTWCS). The research is aimed at adapting game engine technology to predict and simulate the motion of ground target vehicles (e.g. SCUD Launchers) through their local terrain over a given period of time, then use the associated rendering capabilities to provide realistic 3D views. The paper presents an overview of the TTWCS mission and how it will benefit from specific advances in gaming technology, especially in the areas of artificial intelligence, path finding, and physics. It discusses the current state of the project using existing commercial gaming technology and the future plans for adapting and expanding the open source game engine technology of the Delta3D project underway at the MOVES Institute at the Naval Postgraduate School. Read more...

New entry in the Digiplay Games Research Bibliography:

Byers, C. (2006)
Developments in Business Simulation and Experiential Learning

Image of booksGames in education have given rise to a body of research, still small but rapidly growing, on the subject. Organizations are reacting by incorporating games into training. Educational programs that prepare training professionals thus must include in their curriculum courses addressing the design of games. This paper discusses ways to overcome some challenges that may be encountered in teaching such a course. It describes the results of using games as a means of increasing learners’ level of engagement when reviewing readings in a face-to-face instructional game class. Read more...

New entry in the Digiplay Games Research Bibliography:

Juul, Jesper (2003)
IGDA Ivory Tower Column

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