Educational Games to Support Caring and Compassion Among Youth

Author(s):  
Sinem Siyahhan ◽  
Adam A. Ingram-Goble ◽  
Sasha Barab ◽  
Maria Solomou

In this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.

2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


2010 ◽  
Vol 22 (1) ◽  
pp. 147-165 ◽  
Author(s):  
Minako O’Hagan

Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.


Author(s):  
Nickolas Jordan

Relational (online) video games are lucrative business. The extremely popular Massive Multiplayer Online Role Playing Game, World of Warcraft, boasts over eight million paying users. Video games are also a lightning rod for criticism and contempt by news media, parents and policy makers as the number of mass shootings increases in the United States. There is some research suggesting violent video games increase violent cognition and behavior. There is other research arguing no relationship exist between violent gaming and aggression. The same dichotomy of views exists within the discussion of how relational video games impact intimate partnerships. The purpose of this study is to continue conversation into the possibility of using games like World of Warcraft as interventions in individual, couple and family therapy. This autoethnorgraphic work examines researcher experience in World of Warcraft and its impact on violent thought, behavior and intimate relationships. In addition to researcher self-exploration, extensive interviews were conducted to provide additional context. Throughout the course of this work, three themes of World of Warcraft culture emerged: Work, Nostalgia and Connection. The theme of connection was most pervasive to the researcher and the participants. Video games like World of Warcraft may present supplemental opportunities for clients to practice healthy connection. Concerned parents should monitor their children’s online gaming relationships as they would any other. Future research in this area may benefit from an experimental design where video games like World of Warcraft are used in the treatment of PTSD and Social Anxiety Disorder.


2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


2012 ◽  
Vol 12 ◽  
Author(s):  
Lucy Hannah Glasspool

Japanese video games have been characterized as typifying contemporary postmodernity in the form of simulacra, both as a media form and in terms of their extensive localization for international markets, which creates user fantasies of Japaneseness that are not linked to an authentic or original Japan. These simulations are reappropriated by fans to create new content, in this case boys' love dōjinshi, which are in turn disseminated and consumed in an English-speaking online context. Fantasy role-playing video games, which often privilege heteronormativity and binary gender norms in their goals, narratives, and aesthetics, are among the most popular texts reimagined in this way. This study considers the concepts of simulation and database societies through an examination of the ways in which artificial contours of Japaneseness are constructed in the role-playing game series Final Fantasy VII's boys' love dōjinshi fandoms, how far these fan texts develop possibilities for the deconstruction of heteronormativity, and how transnational digitized consumption methods facilitate the intersection of these phenomena.


2021 ◽  
Author(s):  
◽  
Huayu Liu

<p>Tabletop role-playing games (TRPGs) have more than 40 years of history and have achieved far-reaching influence, especially in countries where English is the primary language. However, even though many new games appear every year, TRPGs still does not occupy a dominant position in the game market. Most gamers prefer video games and board games to TRPG. The aim of this project is to use qualitative analysis to investigate which parts of TRPG design prohibit players from engaging with TRPGs and then to create a novel TRPG that addresses these design problems. This project will combine newly formulated design elements into a game designed to attract new players and ensure that player engagement is sustained in subsequent play. The project focuses on the example of China, where many people play video games and board games, but few know about or play TRPGs. Therefore, this research will mainly study the gaming behaviour and feedback of Chinese participants to study what methods can attract Chinese players to TRPGs.</p>


Author(s):  
William Gibbons

This chapter explores two video games that feature the nineteenth-century pianist and composer Frédéric Chopin as the main character: the Japanese role-playing game Eternal Sonata and the mobile game Frederic: Resurrection of Music. The chapter begins by examining three mythic identities that have shaped audience’s understandings of Chopin and his music and that play a role in Eternal Sonata and Frederic: the salon composer, the Romantic composer, and the Slavic composer. To address the challenges of creating a compelling video game narrative about a real-world composer, both games employ innovative but problematic narrative strategies to transform Chopin into a more stereotypically heroic character. Moreover, both games include his music in ways designed to reinforce its musical greatness and increase the music’s appeal to younger audiences.


Author(s):  
Tim Wulf ◽  
Daniel Possler ◽  
Johannes Breuer

The variable 'genre' aims to identify and compare different types of games, mainly in terms of gameplay differences (i.e., rules and players’ possibilities to interact with a game). Genre is usually coded by using external video game databases, such as those published on journalistic websites.   Field of application/theoretical foundation: The variable ‘genre’ is often used in content analyses of video games to identify and compare different types of games. Lynch et al (2016), for example, investigate whether the number of sexualized characters differ between various video game genres (Action, Adventure, Fighting, Platformer, Role-Playing-Game, Shooter). However, the definition and validity of different genre lists is controversially discussed in the literature (e.g., Arsenault, 2009). Most content analytic studies adopt the value of the genre variable for a given game from an external source. Most commonly, scholars use one or more databases published on journalistic video game websites (www.ign.com; www.gamespot.com; www.giantbomb.com), on Wikipedia or the database of the Entertainment Software Rating Board (www.esrb.org). Most of the genre classifications in these databases are based on gameplay characteristics rather than narrative themes. For example, both the game Starcraft as well as Anno 1602 are classified as ‘real-time strategy’ on Wikipedia, regardless of the fact that they have rather different settings (science fiction vs. historic). To ensure that games are classified into a few, clear genre categories (some journalistic genre lists are extremely detailed, see Arsenault, 2009), many content analyses define potential values of the genre variable in a first step (see below). For example, while IGN (www.ign.com) currently categorizes games in 27 different genre categories, studies mostly only differentiate between 9-15 genres (see below). In a second step, the appropriate value of the variable for a given game is coded based on the external sources. Additionally, rules need to be developed that determine how to deal with potential conflicts. At first, if coding is based on multiple sources, it needs to be decided how to deal with potential conflicts between these sources. For example, Hanninger and Thompson (2004) report that “the genre most frequently used” (p. 867) was coded in such cases. In contrast, Lynch and colleagues (2016) prioritized entries in the IGN database and only used additional sources (GiantBomb and Wikipedia) if information was lacking. Moreover, scholars need to decide how to deal with multiple categorizations of a given game in the same database (e.g. Anno 1602 is classified as ‘real-time strategy’ and ‘city-building game’ on Wikipedia). Lynch and colleagues (2016), for instance, coded the first genre from their list which was mentioned in the database. Finally, scholars must also ensure that their shortened list of genres (step 1) is consistent with the potentially more detailed classification approach of external databases or develop a scheme that defines the correspondence between these lists.   References/combination with other methods of data collection: Scholars may also use survey methods to classify games in homogeneous groups. For example, experts or players could be asked to evaluate several games on multiple dimensions, such as setting and gameplay mechanics. Subsequent statistical cluster analysis (e.g., hierarchical clustering) could be applied to identify homogeneous groups of games. Moreover, games could be clustered on the basis of their textual descriptions, for example, in Wikipedia articles. Automated methods, such as latent semantic analysis, can be used for this purpose (e.g. Ryan et al., 2015).   Example studies Coding material Measure Operationalization Unit(s) of analysis Source(s) (reported reliability of coding) Entry of a game in the video game database published on the journalistic website IGN; if information was unavailable the website GiantBomb as well as Wikipedia were used Genre Predefined list of genres: “action, adventure, casual, children’s entertainment, family entertainment, fighting, flight simulation, horror, platformer, racing, role-playing game (RPG), shooter, sports, strategy, or other/indeterminable” (p. 562) Game Lynch et al., 2016 (reliability not stated) Entry of a game in video game databases published on journalistic websites (IGN, GameSpot, GameFAQs) and the database of the Entertainment Software Rating Board Genre Predefined list of genres: “action, adventure, fighting, racing, role-playing, shooting, simulation, sports, strategy, or trivia” (p. 857) Game Haninger & Thompson, 2004 (reliability not stated) Entry of a game in the video game database of the Entertainment Software Rating Board Genre Predefined list of genres: “adventure, flight simulator, fighting, music, role-playing, racing, shooter, sports, or strategy/puzzle” (p. 65) Game Smith, Lachlan, & Tamborini, 2003 (reliability not stated)   References Arsenault, D. (2009). Video Game Genre, Evolution and Innovation. Eludamos. Journal for Computer Game Culture, 3(2), 29. Haninger, K., & Thompson, K. M. (2004). Content and ratings of teen-rated video games. JAMA: The Journal of the American Medical Association, 160(4), 402–410. https://doi.org/10.1001/archpedi.160.4.402 Lynch, T., Tompkins, J. E., van Driel, I. I., & Fritz, N. (2016). Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years. Journal of Communication, 66(4), 564–584. https://doi.org/10.1111/jcom.12237 Ryan, J. O., Kaltman, E., Mateas, M., & Wardrip-Fruin, N. (2015). What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing. Proceedings of the 10th International Conference on the Foundations of Digital Games, 10. Smith, S. L., Lachlan, K. A., & Tamborini, R. (2003). Popular video games: Quantifying the presentation of violence and its context. Journal of Broadcasting & Electronic Media, 47(1), 58–76. https://doi.org/10.1207/s15506878jobem4701_4


Author(s):  
Yulin Yao ◽  
Victor Chang

Trust is an increasingly important factor in the virtual communities (VCs), since trust between different members can determine the long-term collaboration. The authors approach is to examine on trust building on a Cloud gaming VC. They present the related literature and set four major hypotheses based on our literature review. Survey questions were designed based on our hypotheses and sent out to Chinese participants. They collected 100 valid sample size and presented the data demographics. The authors analyze their data which has p-values 0.05 and below for all categories of their four hypotheses. They use one-way ANOVA to compare the current and previous data and explain the interpretation of the analysis. Results show that there is a high extent of accuracy, consistency and support our four hypotheses. To support the case that online gaming is an aspect of emerging Cloud, the authors show examples about role-playing game, mission in the game, transferring trust to friendship and other games in demands. They discuss the limitation of this research and explain the future directions to improve on these aspects.


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