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Making more of games: Cultivating perspective-taking through game design

机译:制作更多游戏:通过游戏设计培养视角

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Perspective-taking - the consideration of others' mental states and subjective experiences - has been acknowledged as a vital component of interpersonal interactions and communication across divergent social groups. Yet, perspective-taking is neither simple nor automatic; it requires motivation and practice. Though still a nascent area of research, video games have been presented as means of engaging students in perspective-taking due to their immersive and interactive nature. We offer to expand this view and examine the relevance of game design to perspective-taking. Introducing a multiple-case exploratory case study of two groups' work in a game design workshop conducted with high school freshmen, we examine three facets of game design that position this practice as a potentially fruitful context for cultivating perspective-taking: (i) game design is other-oriented - games are created with the intent of being used by others - and hence could elicit motivation to analyze one's work from the perspective of future players; (ii) games are an interactive activity that can be pursued over short periods of time, in public, allowing designers to receive immediate feedback via playtesting sessions; (iii) as game design entails translating abstract insights concerning users' experiences to concrete design decisions, games can function as "objects-to-think-with" in the case of perspective-taking.
机译:采取观点-考虑他人的心理状态和主观经历-已被公认为是不同社会群体之间人际互动和沟通的重要组成部分。然而,观点捕捉既不简单也不是自动的。它需要动力和实践。尽管视频游戏仍处于起步阶段,但由于其沉浸式和互动性,已被提出作为吸引学生进行观点拍摄的手段。我们提供了扩展这种观点的方法,并研究了游戏设计与采取观点相关性。在与高中新生一起进行的游戏设计工作室中,对两个小组的工作进行了多案例探索性案例研究,我们研究了游戏设计的三个方面,这些方面将这种做法定位为培养观点采掘的潜在丰硕背景:(i)游戏设计是面向他人的-游戏是为了被他人使用而创建的-因此可以激发从未来玩家的角度分析一个人的作品的动机; (ii)游戏是一种互动活动,可以在短时间内在公共场合进行,使设计人员可以通过游戏测试会议立即收到反馈; (iii)由于游戏设计需要将有关用户体验的抽象见解转化为具体的设计决策,因此在进行观点分析时,游戏可以充当“具有思考能力的对象”。

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