Search results for "pelit"
showing 10 items of 484 documents
Technological, Organisational and Socio-Interactional Affordances in Simulation-Based Collaborative Learning
2021
Analysis of the applicability of a learning technology requires an evaluation of how the affordances of the learning environment respond to users’ needs. We examine affordances in a simulation-based collaborative learning environment from the learners’ viewpoint. Our analysis focuses on three types of affordances: technological, organisational and socio-interactional. The findings show how teams of learners employ the different types of affordances in their collaborative tasks. In addition, our analysis illustrates the interdependent and interlinked nature of the affordances. We offer an analytical understanding of the dynamics among different kinds of affordances and show how they can be a…
How to Define Games and Why We Need to
2019
This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games. peerReviewed
Identification of Reading Difficulties by a Digital Game-Based Assessment Technology
2020
Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers performing below a standard deviation from mean in paper-and-pencil test either in raw scores and grade-normative scores, a large-scale study with first to fourth grade students ( N = 723) was conducted, where GBA was administrated as a group test by tablet devices. Overall, the results indicated that the GBA can be successfully used to identify st…
Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games
2021
This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…
Blending in Hybrid Games: Understanding Hybrid Games Through Experience
2016
The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.
Differences in Immaterial Details: Dimensional Conversion and Its Implications for Protecting Digital Designs Under EU Design Law
2021
AbstractThe paper considers three main questions: the legal status of digital designs from the perspective of EU design law, whether the protection is tied to the reproduction of physical products, and whether the scope of protection covers dimensional conversion such as using a 3D design in 2D form or vice versa. There are two sets of views regarding dimensional conversion: the “abstract” and the “concrete” view. These two different attitudes towards the scope of protection influence the manner in which the protectability of digital designs is assessed. In the “abstract” protection, it would not matter whether a product only exists as a digital image and not as a physical shape. In the “co…
Challenge of supporting vocational learning: Empowering collaboration in a scripted 3D game – How does teachers’ real-time orchestration make a diffe…
2012
Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers’ orchestration in CSCL situations, there are still no systematic research findings on real-time orchestration. This study is one attempt to fill in the knowledge gap on understanding the differences in knowledge construction processes between settings with and without teachers’ real time orchestration in 3D learning games from a socio-cultural perspective. The aims of the study are twofold. The first aim is…
Collaborative 3D learning games for future learning: teachers’ instructional practices to enhance shared knowledge construction among students
2013
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen in-depth understanding of learners. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have examined what constitutes the teacher’s role in games. The focus of this paper is to investigate teachers’ real-time instructional activities in a scripted 3D game setting. Our hypothesis is that groups with real-time teacher instruction will come up with more shared knowledge construction that can be considered productive than groups studying withou…
Becoming a Gamer: Performative Construction of Gendered Gamer Identities
2021
This article examines how women construct their gameplay identities in relation to the hegemonic “gamer” discourse. The article is based on semi-structured in-depth interviews with women who occupy central roles in the Finnish gaming industry. We deploy Judith Butler’s theorization of performative identity construction to examine how the women negotiate their identity in relation to the hegemonic gamer discourse, focusing on how they both embrace and resist the hegemonic, masculine constructions of gameplay. The study shows the dynamics surrounding the gamer identity. While women submit to the hegemonic gamer discourse, reproducing the masculine gamer notions to gain recognition as a viabl…
“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016
2020
While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast…