One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) ...games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which studies have found to enhance language and content knowledge, are designed for educational purposes. In the present study, a serious game titled Slave Trade was adopted to examine whether vocabulary and knowledge of history can be acquired at the same time and to investigate how the participants perceived the serious game regarding language and history learning. Sixty six college EFL students were recruited to take part in this study. They were required to take pre- and post-tests in both vocabulary and content knowledge and to respond to a user survey. The study found statistically significant improvements in both vocabulary and history knowledge. The vocabulary learning can mainly be attributed to the rich contextual clues of the gaming environment and repetitive exposure to the target words (i.e. more than six times). However, it was also found that words of fewer occurrences could be acquired because of the gaming environment. In addition, the students reported that they had enjoyed a positive learning experience via the serious game. Finally, it is suggested that language teachers should consider making educational use of serious games.
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student ...Assessment (PISA). As a single game‐based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated the design of the proposed pedagogical gamification, assessment, modeling, and enquiry (GAME) model. The participants were 69 sixth grade students at one primary school in Taiwan. A quasi‐experimental design was adopted. The experimental group students learned with the GAME model, whereas the comparison group students only learned with traditional learning way. The results showed that the learning gain in scientific competencies of the experimental group was better than those of the comparison group. This study revealed that the GAME model has potential to promote students' PISA scientific competencies. It is suggested that the integral GAME model may serve as one kind of strategies to enhance students' scientific competencies.
Lay Description
What is already known about this topic:
The existing literature suggested that GBL has the potential to improve science learning.
Studies of the effect of GBL on students' scientific competencies are still limited.
What this paper adds:
This study proposed the pedagogical GAME model that consists of gamification, assessment, modeling, and enquiry.
This study revealed that the GAME model led to differences in primary school students' scientific competencies.
Implications for practice and/or policy:
The enquiry activities embedded in games were shown to be crucial for students' learning gains of scientific competencies.
The GAME model may serve as a reference for improving students' scientific literacy.
This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, ...narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.
This paper investigates discrete-time evolutionary games with a general stochastic imitation rule on the toroidal grid, which is a grid network with periodic boundary conditions. The imitation rule ...has been considered as a fundamental rule in the field of evolutionary game theory, while the grid is treated as the most basic network and has been widely used in the research of spatial evolutionary games. However, current investigations of evolutionary games on grids mainly use simulations or approximation methods, whereas few strict analyses are carried out on one-dimensional grids. To the best of the authors' knowledge, this paper is the first to prove the convergence of the evolutionary prisoner's dilemma, the evolutionary snowdrift game, and the evolutionary stag hunt game with the imitation rule on the two-dimensional grid. Furthermore, this paper studies the Minimum Agent Consensus Control (MACC) problem. It is demonstrated that for some evolutionary games on the toroidal grid, at least four fixed cooperation nodes are required to lead all nodes to reach cooperation almost surely.
The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, ...policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
The most important stream of game developers' revenue is arguably via gamer's in-game purchases. Previous literature has identified a number of strong determinants of online purchase intention ...including values, consumer experience, lifestyle, security, perceived risk, information, and subjective norms and behavioural control. The present study examined the relationship between online mobile gaming addiction and loyalty towards purchase intention of online mobile game in-game apps. The present study comprised 430 students from two major Indian universities who completed a short 28-item survey focusing on three variables (i.e., addiction, loyalty towards online games, and purchase intention towards online mobile in-game features). The results demonstrated that (i) online mobile game addiction shared a significant positive relationship with online mobile game loyalty; (ii) online mobile game addiction had a positive relationship with the purchase of online mobile in-game apps, and (iii) online mobile game loyalty increased game users' intention to purchase online mobile in-game apps. The present study is the first to investigate loyalty and gaming addiction in relation to the purchase of in-game apps. Game developers will always want to facilitate loyalty among its clientele. However, if the engagement strategies used by gaming operators facilitate addiction as a way of increasing purchase intention of online mobile game in-game apps, this raises serious ethical questions which the gaming industry need to address as part of its corporate social responsibility strategy.
•The relationship between gaming addiction and purchasing in-game apps was examined.•Gaming addiction shared a positive relationship with online mobile game loyalty.•Gaming addiction had a positive relationship with the purchase of in-game apps.•Gaming loyalty increased game users' intention to purchase in-game apps.
We consider a generalization of perturbed best response dynamics in population games with a continuum of strategies. The previous literature has considered the logit dynamic generated through the ...Shannon entropy as a deterministic perturbation. We consider a wider class of deterministic perturbations satisfying lower semicontinuity and strong convexity. Apart from the Shannon entropy, Tsallis entropy and Burg entropy are other perturbations that satisfy these conditions. We thereby generate the generalized perturbed best response dynamic with a continuum of strategies. We establish fundamental properties of the dynamic and show convergence in potential games and negative semidefinite games.
Game Sound Collins, Karen
2008, 20080808, 2008-08-08
eBook
A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet ...game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources--including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves--to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.
We study how discounting and monitoring jointly determine whether cooperation is possible in repeated games with imperfect (public or private) monitoring. Our main result provides a simple bound on ...the strength of players' incentives as a function of discounting, monitoring precision, and on‐path payoff variance. We show that the bound is tight in the low‐discounting/low‐monitoring double limit, by establishing a public‐monitoring folk theorem where the discount factor and the monitoring structure can vary simultaneously.
The Game Maker's Apprentice Habgood, Jacob; Overmars, Mark
2006, 2006-07-06T00:00:00, 2006-03-01, c2006
eBook
The Game Maker's Apprentice shows you how to create nine exciting games using the wildly popular Game Maker game creation tool. This book covers a range of genres, including action, adventure, and ...puzzle games--complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise. The book also includes a CD containing Game Maker software and all of the game projects that are created in the book--plus a host of professional-quality graphics and sound effects that you can use in your own games.