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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.
PCST has to target these three needs just like entertainment has to and gaming meets them better than any other media.
Lecture by Ute Ritterfeld.
Games, 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 |
My rough translation of her statistics:
age group | |
---|---|
40% | elementary school |
40% | high school |
15% | adult |
5% | preschool |
educational goal | example | |
---|---|---|
50% | skills | maths / reading |
25% | problem solving | saving seals game |
20% | discovery / exploration | history |
5% | awareness / attitude change | behaving well |
In working with disadvantaged children in LA she found that it remains extremely difficult to engage children into a topic they are not already interested in, even with gaming-environments.
They did an experiment where they presented the exact same content in 4 different ways:
(I will develop this further later.)
What holds the attention / increases engagement in educational games?
Virtual Cliff (Blascovich 2006)
Person enters a room then gets a VR-headset which presents a cliff. The rendering is just with simple lines, nothing very intricate, and the person is asked to walk forward. 50% refuse to go there and 40% of those still refuse with a guide.
Virtual Combat 1 (Rizzo et al. 2007)
War veterans are helped to overcome their Post Traumatic Stress Syndrome.
Virtual Combat 2 (Henderlite 2005) War veterans with and without combat experience are allowed to play for as long as they like.
Temporary Suspension of Disbelief.
From neurological data gathered on gaming in a MRI-scanner, Ritterfeld speculates that subjects when gaming are constantly engaged in a balancing-act between accepting the fiction as real and sometimes letting it collapse into disbelief.
Lecture by Jaqueline Broerse.
Science communication and public health.
model | methods | influences | |
---|---|---|---|
old | transmission | top down dissemination of knowledge | public |
new | transaction | consultation / dialog / discussion | scientists |
In the transaction model scientists and general public meet on equal terms and share their knowledge.
This leads to a win /win situation:
Anticipated problems: