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Notes from the Sharing Knowledge conference organized by the Da Vinchi Institute in Amsterdam.
Lecture by Peter Vorderer
What attracts people to games or anything else for that matter?
The standard way of looking at this is the uses and gratification theory
But Vorderer advocates the use of entertainment research/theory: effect-dependent theory of stimulus arrangement.
Problems of this approach:
More recent approaches:
Competence:
In traditional media you almost always feel competent; you don't switch of the television because it's too challenging.
In interactive media the level can change so it delivers excitatory homeostasis.
Autonomy:
Users of any media underestimate the interdependence from outside influences. When asked they think media influences others a lot, but not so much themselves.
In interactive media, you are not part of a movie-audience, you are scoring points and exploring individually.
Relatedness:
PSI/PSR affective dispositions. This is of mayor importance. The success of a tv-show or game (MMOG) or a film depends very much on the popularity or unpopularity of show-hosts, avatars, movie-stars. Do we feel related, this is crucial to success.
Notes:
Lecture by Ute Ritterfeld.
If kids would only devote this kind of attention to their education.
Ritterfeld looked into serious games in the English language.
In early 2007 they found some 650 of them:
subject area | example | |
---|---|---|
60% | academic education | Reading Blaster |
15% | social change | Darfur is Dying |
10% | occupation related training | the Business Game |
10% | health knowledge | Remission |
5% | military training | Americas Army |
1% | consumer behavior | The Arcade Wire |