Enhancing Scientific publications with serious games
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Transcript Enhancing Scientific publications with serious games
Esther van der Drift & Koen Ekelschot
Problem statement
How can we enhance scientific
publications in the field of social
sciences through the use of serious
games?
Core points
Scientific publications
Social sciences
Serious games
Motivation
Traditional article
Enriched publications / Rich Internet
Publications / The article of the future
Serious games?
Motivation
Serious games for educational purposes
much more common these days
No research on using serious games for
scientific communication
Serious games can be much more
engaging and fun than multimedia
applications.
Motivation
Why social sciences?
Understandable for non-experts (less jargon
than say, biology)
Diverse (e.g. cultural anthropology,
educational sciences, psychology and
sociology)
Experiments, communication concepts &
theories
Current state of research
Defining serious games
“A mental contest, played with a computer in
accordance with specific rules that uses
entertainment to further government or
corporate training, education, health, public
policy, and strategic communication
objectives."
Types of serious games:
Knowledge-based: Code Red: Triage
Skill-based: Re-mission
Work hypothesis
What kind of research is done in social
sciences?
Are there elements that can be mapped to
serious games?
Visualizing/performing the experiment
???
A few examples of how one could develop
a game based on scientific research
Hobbits and orcs problem
Jug problem
Research method
Literature review
Serious games
○ Different types
○ Effects on learning/understanding
Game elements / indicators
○ Conceptual, procedural, attitudinal
Research in social sciences
○ Cognitive theories
○ Performing experiments
Literature
Games:
Rollings, A. & Adams, E. (2003). On Game Design.
Indianapolis: New Riders
Stapleton, A. (2004) Serious Games: Serious
Opportunities. Paper presented at the Australian
Game Developers’ Conference, Academic Summit,
Melbourne, VIC.
Van der Spek, E.D., Wouters, P., & van Oostendorp,
H. (2009). Code Red: Triage. Or, COgnition-Based
DEsign Rules Enhancing Decisionmaking TRaining
in a Game Environment. In Games and Virtual
Worlds for Serious Applications, 2009(pp. 166-169).
Coventry: IEEE.
Zyda, M. (2005). From Visual Simulation to Virtual
Reality to Games. Computer, 38(9), 25-32.
Literature
Social science:
Anderson, J.R., (2000). Cognitive Psychology and Its
Implications. New York: Worth Publishers.
Huang, M.H., & Chang, Y.W. (2008). Characteristics of
research output in social sciences and humanities: From
a research evaluation perspective. Journal of the
American Society for Information Science and
Technology, 59(11), 1819-1828.
Loftus, E. F. (1996). Eyewitness testimony. Cambridge,
MA: Harvard University Press.
Loftus, E. F., & Pickerall, J. (1995). The formation of false
memories. Psychiatric Annals, 25, 720-725.
López, J., & Cáceres, M. (2010). Virtual games in social
science education. Computers & Education, 55(3), 13361345.
Planning
20-12: Types of research finished
30-12: Generalizing examples of games
10-01: Demo finished
15-01: Conclusions finished
17-01: Paper finished
24-01: Last refinements