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VEERKRACHT 2.0 Embodied Interactions in a Servant-Leadership Game

机译:弹性2.0体现了仆人领导游戏的互动

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VEERKRACHT is a game for servant-leadership development. Although the first version of the game already provided a rather authentic environment for professional training, some players reported that it did not sufficiently provide the rich and meaningful interaction required to practice leadership skills. To revise the game we took inspiration from the literature on embodied cognition and added embodied interactions with non-player characters. An evaluation of the revised game, VEERKRACHT 2.0, yielded significant increases in some of the learning effects when compared to the original game. Further analysis showed that the increased learning was to a large extent due to the revised (embodied) interactions in the game. We concluded that, although some questions remain unanswered, embodied cognition seems a promising area of research for improving game designs and game design theories.
机译:Veerkracht是一款仆人领导发展的游戏。虽然游戏的第一个版本已经为专业培训提供了相当正宗的环境,但一些玩家报告说,它没有充分提供练习领导技能所需的丰富和有意义的互动。修改游戏,我们从文献中获取了体现认知的灵感,并将体现与非球员人物的互动。与原始游戏相比,对修订的游戏Veerkracht 2.0的评估产生了显着增加的一些学习效果。进一步的分析表明,由于游戏中的修订(所体现的)相互作用,增加的学习在很大程度上。我们得出结论,尽管有些问题仍未得到答复,但体现了认知似乎是改善游戏设计和游戏设计理论的有希望的研究领域。

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