Download PDF by Drew Davidson, et al.: Beyond Fun: Serious Games and Media

By Drew Davidson, et al.

ISBN-10: 055700750X

ISBN-13: 9780557007509

This e-book specializes in suggestions for utilising video games, simulations and interactive stories in studying contexts. a side of this venture is the interactive and collaborative procedure within which it was once created. rather than separated person articles, the authors and editors have orchestrated the articles jointly, studying and writing as an entire in order that the options around the articles resonate with one another. it truly is our goal that this article is going to function the root of many extra discussions throughout convention panels, on-line boards and interactive media that during flip will engender extra detailed collaborative matters and texts.

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Extra resources for Beyond Fun: Serious Games and Media

Example text

Defeating the Hulk Davidson takes only four or five minutes under optimal circumstances, but it is not uncommon for a player to spend a few hours learning Hulk’s patterns and developing effective strategies for beating him. An average gamer might spend from 30 minutes to two hours to beat Hulk Davidson, putting this task on par with the average class session. com) use between 300-1000 words to describe this process to the already proficient player. Presenting that text here in full would be a semiotic nightmare of dangling signifiers such as “Ukemi,” words with situated meanings to players who have already spent 5-10 hours playing as Joe, but little to anyone else.

Sniping is a lot of fun in a FPS. The programs don’t worry about wind and they don’t worry about gravity. The distance from your target is irrelevant. In contrast, sniping in real life is very scientific. Some people say these games train people to be snipers. ”— Kym Buchanan At the heart of the videogame violence debate beats an important assumption—that videogames have the power to change us, that games can teach us to hurt and kill. At the heart of the serious games effort is an important assumption—that videogames have the power to change us, that games can teach us to think and solve problems.

Table 4 outlines some very typical heuristics culled from game faqs as well as my own experimentation on the level. Once the player gets the “feel” of the level – intuitively understanding the emergent patterns without having to think through it, she is approaching mastery. As a result, game playing expertise is more akin to “heuristic” knowledge than traditional “conceptual” or procedural knowledge. Becoming a Fighter Fighting game expertise consists of reading the game interface (including character animations) as a semiotic system, knowing the strategic significance of possible moves, anticipating the emergent game 38 system patterns and properties, and readjusting sub-goals on the fly.

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Beyond Fun: Serious Games and Media by Drew Davidson, et al.

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