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Wyszukujesz frazę "Serious games" wg kryterium: Temat


Wyświetlanie 1-3 z 3
Tytuł:
Cancer on the Holodeck: Metaphors and Cultural Construction of a Disease through Digital Games
Autorzy:
Navarro-Sierra, Nuria
Carrillo-Vera, José Agustín
Gómez-García, Salvador
Powiązania:
https://bibliotekanauki.pl/articles/2084171.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
cancer
cultural industries
digital games
serious games
Opis:
A study from the OECD published that Cancer is one of the main causes of mortality in developed societies, with remarkably high prevalence, incidence and mortality rates for both sexes. This study closely examines nine digital games to elucidate how they conceptualize a disease like cancer around a narrative concerning the sickness, patients, treatments and outcomes. Discourse and content analysis techniques were applied to the message contained in the games looking to illuminate the connection between the narrative core, the audio-visual representation and the interactive aspects of the game, within the parameters of values-conscious design applied to digital games. This provides some evidence about the cultural and visual aspects of how game designers conceptualize the disease as a part of society. This research uncovers culturally embedded themes and reveals the prevalence of metaphor use in cancer discourse which relied on science, social support and spiritual convictions for social empowerment, building empathy and identification.
Źródło:
Acta Ludologica; 2020, 3, 2; 4-20
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
‘Is This a Joke?’: The Delivery of Serious Content through Satirical Digital Games
Autorzy:
YI, Sherry
Powiązania:
https://bibliotekanauki.pl/articles/485050.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game-based learning
informal learning
satire
serious games
Opis:
Games that utilize satire have largely been unexplored despite their potential to be used as learning supplements or tools to foster conversations around difficult large-scale topics. To what game genre do these games belong, and what are the uses and benefits for learning from such games? In this exploration study, we examine six popular and culturally relevant digital games (5 directly, 1 indirectly) utilizing satire as part of their narrative and gameplay. The range of games covers topics such as global overpopulation, the use of artificial intelligence for surveillance, and the process of mass capitalist production and the manner of its consumption. Satirical digital games serve both the purposes of serious games and entertainment games, pointing to the problematic connotations of the term serious games. It is suggested that the name satirical games is used to describe digital games created for entertainment with underlying political messages and to make a statement and/or commentary on society. Satirical games have potential as powerful learning tools to help facilitate discussion around difficult topics about society’s functions and practices. Future studies should examine additional digital game titles that rely on satire in their narrative and gameplay and investigate the relationship between satire and its role in the learning goals of the games.
Źródło:
Acta Ludologica; 2020, 3, 1; 18-30
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Escape with a Purpose
Autorzy:
De Angeli, Daniela
Powiązania:
https://bibliotekanauki.pl/articles/41317381.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
design
education
escape room
game
location
methodology
narrative
serious games
Opis:
Escape rooms are increasingly popular all around the world. Due to their popularity, we are also seeing more variations in concept, form, and aim. For example, nowadays we can engage with physical, digital or mixed escape rooms. Escape rooms are also developed for a range of purposes beyond entertainment, including to broadcast a message, train, and/or exchange data. However, past research on escape rooms has focused mostly on analysing physical versions or on investigating if and how escape rooms can educate players. This paper aims to overcome these gaps by exploring how escape rooms (digital, physical or mixed) can be designed for a variety of purposes beyond entertainment. Hence, this paper offers two main contributions: a definition of escape rooms with a purpose and a framework that can be used to both design and analyse escape rooms with a purpose. The framework is initially implemented based on a literature review in the fields of serious games, escape rooms and puzzle design. Its efficacy is then tested through the analysis of three escape rooms with a purpose. Following this analysis, the framework is finalised to include the following key design elements: concept/idea; stakeholders (target players and others); purpose; goal/winning condition; equipment; theme; narrative (puzzle organisation and storytelling methods); puzzle design; and evaluation.
Źródło:
Acta Ludologica; 2024, 7, 1; 108-134
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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