The use of serious digital games in the peer violence prevention

2021 ◽  
Vol 598 (3) ◽  
pp. 68-80
Author(s):  
Aleksandra Tłuściak-Deliowska

The topic of aggressive behavior of school children and teenagers in relation to computer games is quite popular. There is a large number of studies which show a clear relationship between the frequency of playing computer games and the preference for violent games and various aggressive behaviors. Slightly less space is devoted to the positive effect of games, its educational and preventive potential, and especially to the use of computer games in the prevention of violence. Meanwhile, for some time now, new technologies, in particular serious games, have started to be included in preventive programs. The aim of the article is to draw attention to the possible use of serious digital games in the prevention of peer violence. The subject will be the analysis of their potential, with emphasis on solutions that can be used in the prevention of peer violence, both “traditional” and electronic, and the effects that can be achieved thanks to such games. Serious games can be used to raise awareness, induce empathy, and teach strategies for coping with the experience of victimization as well as witnessing violence. This issue is of particular importance from the point of view of the contemporary education of children and youth.

2020 ◽  
Vol 30 (3) ◽  
pp. 257-270
Author(s):  
Jakub Lickiewicz ◽  
Patricia Paulsen Hughes ◽  
Marta Makara-Studzińska

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.


2012 ◽  
pp. 706-720
Author(s):  
Erkki Patokorpi ◽  
Sami Leppimäki ◽  
Franck Tétard

Digital games have, or can be made to have, certain characteristics that make them suitable for education, communication, and the promotion of civic skills in e-Government: hypertextuality, interactivity, reusability, updateability, object-likeness, reprogrammability, personalizability, multimodality, and so forth. From the citizens’ point of view, the functions of societal games can be divided into learning support and the enhancement of participation in society. Enlightened participation in the civic society requires both. Learning by games should promote the understanding of complex social issues and their mutual relationships. For learning to act as a springboard to informed action, one would also have to understand the consequences of actions and events. Consequently, learning by playing serious games is best understood as reasoned practical action in a virtual world.


Author(s):  
Erkki Patokorpi ◽  
Sami Leppimäki ◽  
Franck Tétard

Digital games have, or can be made to have, certain characteristics that make them suitable for education, communication, and the promotion of civic skills in e-Government: hypertextuality, interactivity, reusability, updateability, object-likeness, reprogrammability, personalizability, multimodality, and so forth. From the citizens’ point of view, the functions of societal games can be divided into learning support and the enhancement of participation in society. Enlightened participation in the civic society requires both. Learning by games should promote the understanding of complex social issues and their mutual relationships. For learning to act as a springboard to informed action, one would also have to understand the consequences of actions and events. Consequently, learning by playing serious games is best understood as reasoned practical action in a virtual world.


1982 ◽  
Vol 7 (2) ◽  
pp. 67-81 ◽  
Author(s):  
Michael Greenhalgh

In general terms, this paper is about the possibilities newly available to art historians, because of the new cheapness, of computing, and the problems which still exist in the areas of data and image storage, retrieval and display. First it tries to assess the technology from a layman’s point of view, then ventures into the contentious matter of how many art historians (in these days of reduced funding) are either able or willing to take advantage (if there are advantages) of new technology. Threading throughout the paper are doubts about whether the use of computers can or will advance the study of the subject (as opposed to making that study easier), and about whether the finance for some of the hardware mentioned could ever be raised by any non-scientific department.


Arts ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 102
Author(s):  
Sławomir Gawroński ◽  
Kinga Bajorek

A series of novels about a witcher, written by Andrzej Sapkowski almost thirty years ago, has now become an inspiration for the creation of mass productions of mainstream popular culture—film and multimedia adaptations for use in computer games. It is one of the few examples of global messages of mass culture being based on Polish creativity. The recognition of “The Witcher”, due to the Netflix production, soon contributed to building the national pride of Polish people, and at the same time sparked a discussion in Central and Eastern European countries on the consequences of the multimedia adaptation of Andrzej Sapkowski’s prose. Questions about the dissonance between the Slavic and universal dimensions of “The Witcher” in relation to the original novels and their adaptations are a part of the traditional discourse on the adaptability of literature and its consequences for the reception by the audience. This article tries to capture the specific character of the adaptations of Andrzej Sapkowski’s literature from the point of view of typology, known from the literature of the subject, as well as to answer the question about the consequences of the discrepancy between the original book and its adaptations in the form of a film, a TV series, and computer games. The considerations in the article were based on the literature analysis and the research based on the existing sources.


2019 ◽  
Vol X (4 (29)) ◽  
pp. 9-27
Author(s):  
Iwona Paszenda

The subject of the article is the problem of the discrepancy between the actual educational practice in schools and the official policy and declarations regarding shaping social and civic competences, characterized, inter alia, by the ability to cooperate. The aim of the article is to try to answer the question about the causes of weakening the ability to cooperate in the everyday functioning of people and institutions. The answer to this question is analyzed on the basis of the source texts of Richard Sennett, an American sociologist who devoted a lot of space to this problem in his works. In the first part of the article, the author describes the problem of the condition of modern man. In the second part, she presents the problems of changes taking place in today's world that cause the "corrosion of character" of human. In the third part, she discusses the issue of cooperation ritual and routine, which have the power to educate. The last part of the article, she presents an attempt to answer the question about what one needs / what one can to be changed in contemporary education, so that the development of competencies important from the point of view of functioning in the contemporary world has become an essential tool for education and upbringing.


2006 ◽  
Vol 22 (3) ◽  
pp. 168-176 ◽  
Author(s):  
Uwe Peter Kanning ◽  
Kirsten Grewe ◽  
Stefan Hollenberg ◽  
Monika Hadouch

In personnel selection, situational judgment tests are based on the principle of simulation: The applicant is confronted with a typical work situation and has to decide what kind of behavior is appropriate. In two studies, we investigate the subjects' reactions to different kinds of situational judgment items. The item formats examined differ with regard to two variables: Interactivity (noninteractive: In each item, the subject is confronted with a new situation vs. interactive: The situation develops according to the answer given and the subject is asked once more about the new situation) as well as modality of presentation (stimulus and response components of the items are given in the form of a video vs. in text form). We expected the degree of interaction and the presentation via video to have a positive effect on the subjects' evaluation (in terms of usefulness, emotional reaction, transparency, job-relatedness, acceptance, fairness). In accordance with our expectations, interactive situational judgment items using videos in the stimulus as well as in the response component received the highest ratings.


Materials ◽  
2021 ◽  
Vol 14 (11) ◽  
pp. 2922
Author(s):  
Adam Piekarczyk ◽  
Beata Łaźniewska-Piekarczyk

The article presents the results of original and relevant tests from the point of view of using self-compacting concrete admixtures, especially their compatibility with the cement and mutual compatibility in the case of using several admixtures in one mixture. The research contributes to the recognition of the effect of an unintentionally air-entraining superplasticiser (SP), anti-foam (AFA), viscosity-modifying (VMA) and air-entraining (AEA) admixtures on the internal frost resistance and compressive strength of self-compacting concrete. Positive and undesirable effects of the combined use of several admixtures in this area have not been the subject of extensive analyses and publications so far. Superplasticiser, which unintentionally introduced a large amount of air to the concrete mixture, had a negative effect on the strength of the concrete and a positive effect on frost resistance. The addition of AFA to such concrete did not change the strength but worsened the values of the parameters estimating frost resistance. The AEA admixture resulted in a decrease in the strength of concrete but contributed to a change in the tendency to weaken the frost resistance observed in non-air-entrained concrete. The article also deals with the problem of compliance of the frost resistance criteria estimated upon various measures. It may be disturbing that finding frost resistance based on one criterion does not always mean frost resistance on another criterion. The discrepancies can be significant and misleading.


Author(s):  
Roberto Dante Flores

This is an analysis of the ethico-cultural crisis of modernity and the emergence of the so-called postmodern aesthetic expressions (and conduct), examined principally from the point of view of Frederic Jameson and its coincidence with other authors (D. Lowe, G. Lipovetsky, and P. Virilio). I also investigate the relationship between the new sensitivities of the end of the century and the notion of justice, and its moral. This is seen by the authors as a consequence of the impact that mass-media technologies have produced in individuals leading to a new form of experience: the aesthetization of life and the fragmentation of the subject. The culture of the image is omnipresent, diluting art into aesthetization and the subject into the objectivization of consumption. We can see that there is a loss of historicity in the postmodern individual-originating from the speed of audiovisual information-upon perceiving, on a screen, the world in an instanct, without references to either a past or a future. The new technologies are the product of a new stage of capitalism, even more so than in the modernity of massive consumption. As a consequence of these three factors (aesthetization, ahistoricity, consumption), there has emerged a hedonistic ethos which differentiates itself from its modern vanguardist antecedents in that it is no longer the transgressor of a religious moral, or the secularism of duty, because pleasure is no longer forbidden. This framework, which is lacking in hard principles and is sustained by 'weak and conviction free' individuals is compatible with the liberal ethic of Rawls. In the face of the contradiction of modernity, we shall reconsider, as factors of socio-political construction, the moral values provided by the world's great religions.


Author(s):  
Silke Balzert ◽  
Lucia Pannese ◽  
Marie-Therese Walter ◽  
Peter Loos

The intention of this book chapter is to give an overview about Serious Games from a scientific as well as from a business related point of view. As a first step, several existing definitions of Serious Games are examined, and the differences and similarities of these games and common computer games are presented. In the next step, some goals of Serious Games and their dependency on the application scenario and/or the kind of business in which the game is used are analyzed. Afterwards, the focus switches to Serious Games developed for an economic context. The specific goals of such games are presented, and the influence of these goals on design and development requirements is discussed. Furthermore, how the application scenario influences Serious Game design is examined. Last but not least, some use cases are presented in order to demonstrate the possibilities of Serious Games for training and learning purposes.


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