Abstract | ||
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A qualitative case study is presented that examines learning through video games, focusing on whether player experiences of failure create opportunities for learning. Examples of collaborative play are presented from three video games, including Civilization IV, RollerCoaster Tycoon 3, and Making History: The Calm & the Storm. An inductive analysis reveals that some experiences of failure frustrate game players, leading to the abandonment of an in-game task, while others lead to increased motivation to try a different strategy. The activity-theoretic level of activity at which failure occurs is used to account for these differences in outcomes of failure. |
Year | DOI | Venue |
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2011 | 10.4018/jgcms.2011100104 | IJGCMS |
Keywords | Field | DocType |
rollercoaster tycoon,game player,different strategy,civilization iv,activity-theoretic level,increased motivation,in-game task,collaborative play,video game,inductive analysis,motivation,games,activity | Social psychology,Emergent gameplay,Game mechanics,Video game design,Civilization,Turns, rounds and time-keeping systems in games,Psychology,Increased motivation,Multimedia | Journal |
Volume | Issue | ISSN |
3 | 4 | 1942-3888 |
Citations | PageRank | References |
0 | 0.34 | 5 |
Authors | ||
2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Daniel D. Suthers | 1 | 920 | 126.11 |
Matthew J. Sharritt | 2 | 4 | 1.57 |