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Digital Game

description42 papers
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lightbulbAbout this topic
Digital games are interactive electronic entertainment experiences that utilize computer technology to create virtual environments, allowing players to engage in gameplay through various platforms such as computers, consoles, and mobile devices. They encompass a wide range of genres and mechanics, often involving challenges, objectives, and player interaction.
lightbulbAbout this topic
Digital games are interactive electronic entertainment experiences that utilize computer technology to create virtual environments, allowing players to engage in gameplay through various platforms such as computers, consoles, and mobile devices. They encompass a wide range of genres and mechanics, often involving challenges, objectives, and player interaction.

Key research themes

1. How do digital games enhance learning outcomes in educational settings?

This research theme investigates the efficacy of digital games as tools for enhancing cognitive, procedural, and attitudinal learning outcomes across diverse educational contexts. It explores both direct comparisons between game-based and traditional learning methods and the impact of augmented game design features on student engagement and knowledge acquisition, highlighting the role of game mechanics, narrative, and learner agency in optimizing educational effectiveness.

Key finding: Through a meta-analysis of 57 studies involving K–16 students, this paper demonstrates that digital games significantly enhance student learning relative to nongame conditions (effect size d = 0.33) and that augmented game... Read more
Key finding: This study identifies serious games as engaging, interactive learning environments fostering student motivation and soft skill development. It highlights that adapting pedagogy to include digital games aligns with students’... Read more
Key finding: Focusing on higher education in accounting and business, this review highlights that DGBL supports a student-centered pedagogical model and can improve engagement and learning outcomes. The paper categorizes digital game... Read more
Key finding: Employing an intervention using Scratch to teach programming to grade eight students, this study reports a highly positive attitude toward DGBL (mean score 4.77) and suggests that creating simple games enhances real-world... Read more

2. How can digital games serve as effective media for cultural and historical heritage preservation and transmission?

This theme examines the utilization of digital games as immersive, educational tools to preserve and transmit cultural and historical knowledge. It considers game-based representation methods, user engagement with cultural content, and the potential of games to act as virtual museums or educational platforms that enhance cultural awareness and learning across generations.

Key finding: By evaluating two digital games containing Greek historical and cultural content through the Kirkpatrick model (reaction, learning, behavior, results), the study shows that such games effectively engage learners and meet... Read more
Key finding: This paper introduces a theoretically grounded evaluation template based on game ontological models to critically assess digital games in humanities and social sciences. It differentiates games as both tools for teaching and... Read more
Key finding: This historical overview identifies key British contributions to digital game studies that integrate cultural contexts, underscoring the distinctive British framing of games within larger social and political milieus. It... Read more

3. What are the psychosocial impacts of digital game play on adolescent users, including positive and negative effects?

This research theme focuses on understanding adolescents' perceptions of digital games, exploring both positive outcomes such as cognitive skill development, strategic thinking, and relaxation, and negative aspects like physical health concerns and academic distractions. It emphasizes adolescents’ insights to inform balanced perspectives on digital games’ role in youths’ psychosocial development.

Key finding: Surveying 106 adolescents aged 12-14, the study reveals perceived benefits including boredom alleviation, reflex and language development, and strategic thinking, alongside negative effects such as physical problems and... Read more
Key finding: This article synthesizes developmental and social psychology insights to argue that digital games have more significant cognitive and emotional impacts than passive media. It focuses on how game content, structure, and... Read more
Key finding: Through a systematic review of mathematics education literature from 2016 to 2020, this paper finds that digital games can foster sociomathematical norms—students’ interactive, mathematical discourse— when integrated with... Read more
Key finding: Presenting a mixed media serious game designed for children to experience consequences of information sharing, this research highlights how combining digital augmented reality with analogue gameplay creates immersive... Read more
Key finding: This paper identifies that digital versions of traditional board games often reduce players’ customization flexibility and social interactions, and proposes a framework (FlexibleRules) to restore and enhance these... Read more

All papers in Digital Game

This article focuses on analog and digital game play and the challenges it poses to future teachers in an educational context. For that, a review of the literature on the subject was made, addressing the theories of Piaget and Vygotsky.... more
The goal of this study was to explore how students debate with their peers within a designed context using a digital dialogue game, and whether their epistemic beliefs are significant to the outcomes. Epistemic beliefs are known to colour... more
The aim of this study was to investigate the digital game addiction levels of the high school students, according to some variables such as sports participation, gender, place of accommodation and level of income.The sample group... more
Las estadísticas globales acerca del uso de los videojuegos, internet y las redes sociales reflejan un crecimiento acelerado y continuo (Statista, 2023). Los videojuegos han provocado cambios psicosociales, económicos y políticos a nivel... more
Las estadísticas globales acerca del uso de los videojuegos, internet y las redes sociales reflejan un crecimiento acelerado y continuo (Statista, 2023). Los videojuegos han provocado cambios psicosociales, económicos y políticos a nivel... more
Objective. Humans systematically make poor decisions because of cognitive biases. Can digital games train people to avoid cognitive biases? The goal of this study is to investigate the affordance of different educational media in training... more
Objective. Humans systematically make poor decisions because of cognitive biases. Can digital games train people to avoid cognitive biases? The goal of this study is to investigate the affordance of different educational media in training... more
Digital game technology has been adopted by many sectors and in almost every discipline, which includes education, military, business, health care, psychology and computer science. This is due to the engaging factor of gameplay offered by... more
Tabla resumen de los descriptivos por canal Se aprecia que como las cifras medias son notables, pero la dispersión es también evidente, con unos pocos canales que contabilizan sus suscriptores por millones y visionados por billones,... more
by Sue J
Digital game technology has been adopted by many sectors and in almost every discipline, which includes education, military, business, health care, psychology and computer science. This is due to the engaging factor of gameplay offered by... more
Empirical research on what makes digital games enjoyable is critical for practitioners who want to design for enjoyment, including for Game Design, Gamification, and Serious Games. But existing theories of what leads to digital game... more
Learning is in form of continuous process that should translate to produce knowledge. The process of learning is very crucial in the fields of education and psychology which must be planned with appropriate strategy and approach. Several... more
L’objet de ce memoire est d’etudier l’utilisation contemporaine de la notion de jeu au travers de dispositifs numeriques qui se referent a la culture du jeu video, tout en n’etant pas destines au divertissement. Cette instrumentalisation... more
The use of digital games as learning mathematics media is ubiquitous. It comes in a variety of approaches, designs, and purposes. But, its impact on students' interactivity leads to a classroom social construct called sociomathematical... more
The use of digital games as learning mathematics media is ubiquitous. It comes in a variety of approaches, designs, and purposes. But, its impact on students' interactivity leads to a classroom social construct called sociomathematical... more
The use of digital games as learning mathematics media is ubiquitous. It comes in a variety of approaches, designs, and purposes. But, its impact on students' interactivity leads to a classroom social construct called sociomathematical... more
Background and Aim: In this study, it was aimed to investigate the attitudes of students of the faculty of sports sciences to play digital games. Method: The study group consisted of a total of 141 students, 33.3% of whom were female (n:... more
Classical music venues in the Netherlands and throughout the world are struggling to attract new audiences. Especially younger visitors are underrepresented. Previous research emphasizes the importance of providing new, potentially... more
Objective. Humans systematically make poor decisions because of cognitive biases. Can digital games train people to avoid cognitive biases? The goal of this study is to investigate the affordance of different educational media in training... more
Digital games appear to motivate players intrinsically. Of various game features, fantasy in particularly plays a crucial role in enhancing motivation and is a key factor in immersion in gameplay. As with its inherent value, fantasy also... more
Children in everyday life are increasingly using educational games. However, the quality of each of the many educational games available varies. Some evaluation frameworks exist, but most are prone to the evaluator's subjectivity, which... more
Bingo is a universally known, popular, and easy-toplay game. Following Bingo rules with some modifications, we have designed and implemented a game, called EduBingo, for practicing mathematics fractions. The game was implemented and... more
Bingo is a universally known, popular, and easy-toplay game. Following Bingo rules with some modifications, we have designed and implemented a game, called EduBingo, for practicing mathematics fractions. The game was implemented and... more
We describe and illustrate the beginnings of a general framework for the design and analysis of educational games. Our students have used it to analyze existing educational games and to create prototype educational games. The framework is... more
We describe and illustrate the beginnings of a general framework for the design and analysis of educational games. Our students have used it to analyze existing educational games and to create prototype educational games. The framework is... more
There has been increasing interest in using games for education, but little investigation of how to model student learning within games [cf. 6]. We investigate how existing techniques for modeling the acquisition of fluent skill can be... more
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