Abstract (http://naerjournal.ua.es/article/view/v3n1-5)
War videogames raise a lot of controversy in the educational field and are by far the most played videogames worldwide. This study explores the factors that encouraged gamers to choose war videogames with a sample of 387 Call of Duty players. The motivational factors were pinpointed using a non-experimental descriptive exploratory study through an online Likert-type survey that was valid and reliable (Cronbach’s α = 0.897, Kaiser-Meyer-Olkin coefficient, KMO: 0.903). A factor analysis with varimax rotation was applied, which yielded 7 dimensions: graphics/playability; social interaction; learning; challenge/overcoming; fantasy; fun; and competition. Considering the score obtained for each dimension, it can be concluded that the most influential motivational factors were game graphics/playability game and the social interaction allowed by its multiplayer online status, both of them being factors determined by game design elements. These aspects should be considered in the design of educational activities so as to make them impactful and motivational.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Slides from T.J. Jankun-Kelly's IEEE VisWeek 2012 presentation on visualization for games. Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community
performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. We use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will
potentially have on the design and development of game and visualization technology in the future.
Video games have long been understood as an entertaining and popular medium, and recent work has suggested that at least part of their appeal rests in their ability to foster feelings of sociability and belonging with others. From this, we expected that following an episode of social ostracism, playing video games with other people would be an enjoyable experience due the game’s ability to restore one’s social needs. However, in a 2 (social inclusion vs. social ostracism) x 2 (choosing to play alone vs. co-playing) quasi-experimental design, individuals who were socially ostracized in a ball tossing game reported no deficit in their subsequent enjoyment of the video game- reporting above-average enjoyment - while individuals who were socially included reported significantly lower enjoyment when playing alone compare to all other conditions. These effects held, controlling for individual sex, trait need for belonging, video game self-efficacy, and individual performance at the game. These results ran counter to predictions regarding the socially restorative power of video games following a social ostracism episode, and offer insight into how social scenarios might foster expectations of entertainment media products.
Citation: Bowman, N. D., Kowert, R., & Cohen, E. (2014, November). When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment. Paper to be presented at the National Communication Association, Chicago.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development.
The project mobile Game Based Learning (mGBL) is coordinated by evolaris next level GmbH and: has been implemented from October 2005 until December 2008, has been conducted by 30 researchers from 11 project partners from 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia), used nearly 600 person-moths resources with a budget of 2.5 Mio EUR, was supported by the EU under the FP6 IST.
The overall goal of the project was to improve the effectiveness and efficiency of learning in the target group of young people (aged 16 – 24) through the development of innovative learning models based on mobile games. The biggest challenge in this project was to communicate content from different fields in a motivational, inclusive and emotional way. As the most personal and emotional communication channel the mobile phone was used to establish the link between learners and teachers.
The specific aim of the project was to design, develop and pilot a prototype game platform that might be used to efficiently develop games for m-learning. The basic idea is to use the mobile phone to implement games bridging the real and virtual world. These games are firstly intended to directly support learning via opportunities to develop knowledge and cognitive skills in an exciting and inspiring – and hence in a highly emotional – way, and secondly to indirectly motivate users to refer to other media (e.g. “classic” libraries, scripts, etc.) for learning purposes.
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
Slides from T.J. Jankun-Kelly's IEEE VisWeek 2012 presentation on visualization for games. Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community
performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. We use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will
potentially have on the design and development of game and visualization technology in the future.
Video games have long been understood as an entertaining and popular medium, and recent work has suggested that at least part of their appeal rests in their ability to foster feelings of sociability and belonging with others. From this, we expected that following an episode of social ostracism, playing video games with other people would be an enjoyable experience due the game’s ability to restore one’s social needs. However, in a 2 (social inclusion vs. social ostracism) x 2 (choosing to play alone vs. co-playing) quasi-experimental design, individuals who were socially ostracized in a ball tossing game reported no deficit in their subsequent enjoyment of the video game- reporting above-average enjoyment - while individuals who were socially included reported significantly lower enjoyment when playing alone compare to all other conditions. These effects held, controlling for individual sex, trait need for belonging, video game self-efficacy, and individual performance at the game. These results ran counter to predictions regarding the socially restorative power of video games following a social ostracism episode, and offer insight into how social scenarios might foster expectations of entertainment media products.
Citation: Bowman, N. D., Kowert, R., & Cohen, E. (2014, November). When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment. Paper to be presented at the National Communication Association, Chicago.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Presentation for the VII International Seminar of the UOC UNESCO Chair in e-Learning: Mobile Technologies for Learning & Development.
The project mobile Game Based Learning (mGBL) is coordinated by evolaris next level GmbH and: has been implemented from October 2005 until December 2008, has been conducted by 30 researchers from 11 project partners from 5 European countries (Great Britain, Italy, Croatia, Austria and Slovenia), used nearly 600 person-moths resources with a budget of 2.5 Mio EUR, was supported by the EU under the FP6 IST.
The overall goal of the project was to improve the effectiveness and efficiency of learning in the target group of young people (aged 16 – 24) through the development of innovative learning models based on mobile games. The biggest challenge in this project was to communicate content from different fields in a motivational, inclusive and emotional way. As the most personal and emotional communication channel the mobile phone was used to establish the link between learners and teachers.
The specific aim of the project was to design, develop and pilot a prototype game platform that might be used to efficiently develop games for m-learning. The basic idea is to use the mobile phone to implement games bridging the real and virtual world. These games are firstly intended to directly support learning via opportunities to develop knowledge and cognitive skills in an exciting and inspiring – and hence in a highly emotional – way, and secondly to indirectly motivate users to refer to other media (e.g. “classic” libraries, scripts, etc.) for learning purposes.
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
The Virtual Hero: the influence of narrative on affect and presence in a VR gameSonia Qurashi
Abstract. Entertainment media, such as video-games, often make use of a narrative to invoke an emotional reaction and draw people into the experience. A narrative can add layers of emotional complexity to even quite simple forms of game-play. In immersive virtual reality people are surrounded by the game environment, making their sense of presence and immersion highly salient to the perceived quality of the game.
This pilot study investigates how game performance, satisfaction, arousal and sense of presence are affected when a pre-game background story is introduced to a virtual reality zombie shooter game. Several trends were observed, indicating that people might be more involved in the
game-world and more prepared for the virtual experience. Participants who were exposed to a short pre-game back-story tended to achieve higher game scores and experience a higher sense of presence, although these differences were not significant. We examine the measurements used in this study and theorize how affect and presence interact with respect to the use of narrative devices in virtual reality games.
A state of a perfect video game is what developers has been seeking for their product
developments, to achieve the selected state, several standards and methods needs to be applied. These
standards and methods are special: they are both verifiable and quantifiable, to make their action and end
goal a clear one, the term s for this standards and methods are called ‘game metrics’ and we decided that
this is a must-have tool or method to be implanted in a development of a game because it will boost your
standards rapidly and will be able to tell you about your own progress of the development.
The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactiv...Piotr Siuda
04/01/2024; event: 57th Annual Hawaii International Conference on System Sciences, HICSS 2024, Hilton Hawaiian Village Waikiki Beach Resort, Hawaii, USA, January 3-6, 2024, University of Manoa
Horror entertainment continues to change, with horror games being another step in this evolution after literature and movies. The paper characterizes how the cooperative mode of Dark Pictures Anthology games influences the horror experience of players. The Anthology has been analyzed via a close reading of selected Let’s Play videos, with 42 complete playthroughs analyzed and 18 playlists sampled. The article demonstrates how scare tactics deployed by developers cause players to feel more discomfort compared to a single-player mode. The split perspective of co-op exacerbates stress, tension, and fear as these are being experienced regarding not only oneself but also the other player. Additionally, players’ meta-genre knowledge combines with cooperation, thus influencing decisions and, ultimately, the game experiences. All this means that the cooperative way of playing may be seen as yet another step in the horror entertainment evolution.
EXPLORING THE POTENTIAL USE OF GAME WALKTHROUGH IN EDUCATION: COMPARISON OF V...IJITE
The advantages of using serious games for education have already been proven in many studies, especially
narrative VR games, which allow players to remember more information. On the other hand, game
walkthrough can compensate for the disadvantages of gaming, such as pervasiveness and convenience.
This study investigates whether game walkthrough of serious games can have the same learning effect as
serious games. Use game creation (samples) and questionnaires, this study will compare the information
that viewers remember from game walkthrough and actual game play, analyze their strengths and
weaknesses, and examine the impact of the VR format on the results. The results proved that while game
walkthrough allows subjects to follow the experiences of actual game players with a certain degree of
empathy, they have limitations when it comes to compare with actual gameplay, especially when it comes
to topics that require subjects to think for themselves. Meanwhile game walkthrough of VR game is not a
medium suitable for making the receiver memorize information. For prevalence and convenience, however,
serious games walkthrough is a viable educational option outside the classroom.
4 pagesAPASOURCES3By the beginning of the 1960s the United .docxtamicawaysmith
4 pages
APA
SOURCES:3
By the beginning of the 1960s the United States had been indirectly engaged in Vietnam for some time. However, American involvement had been extremely limited. In 1964, with the Gulf of Tonkin resolution, the United States formally began to ramp up its commitment of troops. Even as the decision was being made there were doubts about whether this was the right choice for our country, and these doubts grew over time.
In an essay of 1000 to 1500 words compare and contrast the key arguments in these documents for and against American intervention in Vietnam. Overall, which side do you think presents a better case?
Please note that these documents are the primary sources you will use in constructing your essay. You may use brief quotes from the documents below to support your assertions, but be sure that your essay is primarily in your own words.
RESD 600 Introduction to Research Methods
Dr. Ling Wang
Quantitative Study Review Worksheet
1. Citation:
2. Research question:
3. Sample and sampling method:
4. Independent variable(s):
5. Dependent variable:
6. Measurement of variables:
7. Procedure:
8. Design:
9. Statistical analysis:
10. Results:
11. Conclusions:
12. Limitations/Treats (Internal and External Validity):
13. Contribution to the Literature:
Interacting with Videogames in Adolescence: Effects
of Graphic Visualization on Perceived Presence
and Visuospatial Competences
Luca Milani(✉), Stefano Ambrosioni, and Paola Di Blasio
Centre for Research on Developmental and Educational Dynamics (C.Ri.d.e.e.), Department of
Psychology, Catholic University of Milan, Largo Gemelli 1, 20123 Milan, Italy
{luca.milani,paola.diblasio}@unicatt.it,
[email protected]
Abstract. The study here described had the aim of studying the effects of the
interaction with videogames characterized by different modalities of graphic
visualization (two-dimensional vs. three-dimensional) on presence and visuo‐
spatial competences. Participants were 129 adolescents (74 M and 55 F) aged 14–
18 years old (mean of age = 16.11; SD = 1.31), recruited in a high school in
Northern Italy. Participants were instructed to use for a week on their home PC
a specific videogame and were divided in five experimental conditions: 2D Tetris,
3D Tetris, 2D Adventure, 3D Adventure, control. Videogames provided to partic‐
ipants were chosen so to have a continuum in terms of complexity of graphics,
complexity of interaction possibilities and degree of immersivity. At the end of
the week of playing with the given videogame, participants were administered
specific checklists for measuring the degree of presence experimented during the
interaction with the videogame and their visuo-spatial performance. This results
show that there is a strong and direct correlation between the degree of
complexity, immersivity and cognitive demands of videogames and the level of
presence conveyed. Results also show that some of the visuo-spatial abilities are
progressive ...
Similar to Graphics, playability and social interaction, the greatest motivations for playing call of duty. educational reflections.b.marcano (20)
Presentación de apoyo a la conferencia: Nuevos horizontes en la educación, educación híbrida. I Congreso Internacional de educación UNIR. Septiembre 2021 Perú.
Evaluacion integral con apoyo de una rubrica en una actividad para la creacio...Beatriz Marcano Lárez
Presentación
Resumen:
El uso de rúbricas para la evaluación se está extendiendo en todos los ámbitos de enseñanza, incluida la educación superior online. Facilitan la orientación del estudiante hacia la adquisición de las competencias requeridas. El objetivo de este trabajo es valorar la implementación de un proceso de evaluación integral en una actividad de creación de contenidos educativos con el apoyo de una rúbrica en un entorno online. Para ello se contó con 31 estudiantes de grado de maestro de educación infantil en universidad online que debían crear un blog educativo. Se presentó la rúbrica como guía para el logro de las competencias. Se utilizó la aplicación Corubrics para la realización de la autoevaluación, la coevaluación y la heteroevaluación. Se analizaron los resultados y se encontró que la media obtenida por este sistema de evaluación fue de 8,4 equivalente al nivel experto y nivel avanzando. Comparando la valoración realizada por los estudiantes no se observan diferencias significativas entre su autoevaluación y la coevaluación. La heteroevaluación otorgó mayor nivel de rendimiento distinguiéndose de las otras dos evaluaciones. La satisfacción de los estudiantes con este proceso de evaluación es elevada por encima del 80%. Por lo tanto, se puede afirmar que el uso de rúbricas es adecuado para asegurar la adquisición de competencias digitales, así como la satisfacción con el proceso de evaluación.
E-sport, oportunidades para la inclusión y la interculturalidad desde la univ...Beatriz Marcano Lárez
Presentación empleada en el Simposio: Retos de la formación universitaria en materia de inclusión e interculturalidad.
Del 6to Congreso CLIE USAL-PALECH: Transformación universitaria, retos y oportunidades, realizado del 24 al 26 de marzo, en línea.
e-Sport y soft skills, oportunidades para la inclusión y la interculturalidadBeatriz Marcano Lárez
Ponencia: e-Sport y soft skills, oportunidades para la inclusión y la interculturalidad. En las Jornadas Videojuegos para una educación inclusiva. Organizada por Íñigo Mugueta y el I-COMMUNITAS, Institute for Advance Social Research UPNA
7 y 8 de noviembre de 2019 Pamplona. Universidad Publica de Pamplona
Formación y videojuegos. Los retos de la educación superior en clave de géneroBeatriz Marcano Lárez
Presentación de la charla impartida en las Jornadas Videogamificación y sexualidades, identidades, género y discursos interactivos. Consecuencias para la industria y la educación.
Formación en competencia digital docente a partir de actividades prácticas. Comunicación presentada en el XVIII Congreso Internacional de Investigación educativa. Interdisciplinariedad y transparencia (Junio 2017)
Presentacón de apoyo a la intervención en el Simposio Internacional de filosofía de la educación. "Aprendizaje ético-cívico en entornos Virtuales" http://aprendizajeeticocivico.wordpress.com/ Organizado por el Grupo de investigación EducaAcción de la Universidad Internacional de la Rioja UNIR . Proximamenete se publicará el vídeo de la intervención.
En este artículo se retoma el tema de los videojuegos de acción bélica como expresión de motivaciones inherentes a los humanos (arquetipos colectivos). Se destaca la focalización en la espectacularidad y la estimulación visual para aumentar el atractivo de estos videojuegos como características de la actual cultura audiovisual de masas. Se indican efectos positivos de este tipo de videojuegos y se propone la intervención formativa (metacognitiva) para cuestionar posibles intereses ideológicos subyacentes.
Publicado en:
En Revuelta,F.,Fernández,M.,Pedrera,M.,Valverde,J.[Coords] Actas del II Congreso Internacional de Videojuegos y Educación. Universidad de Extremadura. ISBN digital: 978-84-686-4895-8 Editado por Bubok Publishing S.L pp: 744-760 Disponible online:http://www.bubok.es/libros/231265/ACTAS-DEL-II-CONGRESO-INTERNACIONAL-DE-VIDEOJUEGOS-Y-EDUCACION (Enero, 2014)
Con la presente comunicación se quiso destacar el aporte que deja la práctica de videojuegos on line para el desarrollo de competencias digitales. Se presentan ejemplos de las mismas, obtenidos de la observación directa en los websites de clanes de videojugadores de videojuego online (CALL OF DUTY) y los foros. Se concluye que las prácticas de videojuegos online contribuyen al desarrollo de valores, actitudes, capacidad para el manejo de información y obtención del conocimiento relativas al mundo del videojuego transferibles a otros ámbitos de la vida en la sociedad digital.
Gratificación Sensorial y social en videojuegos de acción bélica. Video: http...Beatriz Marcano Lárez
Presentación de apoyo a la ponencia Gratificación sensorial y social en las Jornadas Mujeres y videojuegos http://jornadasmujeresyvideojueogosucm.blogspot.com.es/ en la sesión dedicada a la investigación en el área por mujeres. (https://vimeo.com/67640157)
Debate suscitado a partir del artículo: Videojuegos online: Aprendizaje de competencias socio-emocionales, publicado en la Zona de Debate del CITA ( buscar en históricos mayo 2010: http://www.citafgsr.org/cita/src/public_zonadebate.php)
Videojuegos online: Aprendizaje de competencias socio-emocionalesBeatriz Marcano Lárez
Se reflexiona sobre la atracción de los videojuegos de acción bélica onliene. Se proponen como entornos de aprendizaje de competencias socio-emocionales para la interacción y la socialización de los jugadores asiduos.
Publicado inicialmente en la zona de debate del CITA: (buscar en históricos) http://www.citafgsr.org/cita/src/public_zonadebate.php
Metahabilidades cognitivas, emocionales y prácticas necesarias en las profesi...Beatriz Marcano Lárez
Se reflexiona sobre las exigencias de las nuevas ocupaciones y la necesidad de renovar los esquemas formativos. Se requieren personas con conocimientos técnicos en más de un área de conocimiento. Con habilidades y metahabilidades cognitivas, emocionales y prácticas para resolver los problemas que lo rodean y ser proactivo ante la posible presencia de los mismos.
Publicado en educaweb.com http://bit.ly/J6u6fy
Monográico 250. Nuevas profesiones http://bit.ly/IBTpl0
Nuevas tendencias en la formación profesional: el uso de los serious gameBeatriz Marcano Lárez
Artículo publicado en la revista CITUR en Línea en diciembre de 2011.Se presentan algunos antecedentes y experiencias de éxito en la formación con esta modalidad de videojuegos. Se propone la creación de videojuegos y entornos virtuales a medida para el desarrollo de competencias necesarias en la formación de los profesionales del campo turístico.
Se presentan los entornos de los videojuegos y serious game como alternativas pertinentes y adecuadas para el desarrollo de competencias profesionales y e-skills.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
2. Graphics, playability and social interaction, the greatest motivations for playing Call of Duty. Educational reflections
through its graphic interface; the musical background; the sound
effects; and, finally, the game’s interactivity. The options to
control the actions, the reinforcement of success, and the
exaltation of achievements, all become key elements to generate
the emotional state that motivates players during the game
development. There is no consensus regarding this issue, but, in
general, the elements of videogame design which generate
emotions in gamers and encourage them to play are: graphic
interface; musical background; sound effects; interactivity; and
narrative structure, among others.
2.1.1. Graphic interface
Research into the effect of images on the brain (Belmonte, 2006;
Jensen, 2004) has been used in the world of videogames and in
the generation of sensations among recipients (Crawford, 2003;
Byrne, 2004). In this context, Darley (2002) highlights that
sensuality is exalted to the maximum extent at present, utilizing
all the necessary resources to enhance sense stimulation,
independently of the semantic weight that they may have, which
is sacrificed on behalf of the pursuit of a spectacular effect.
Regarding videogame images, this author claims that the feeling
of realism provided strongly depends on the quality of the
images designed and projected through the screen. And in many
cases, this becomes a predictor of playing time (Crawford, 1982;
Sherry, Lucas, Greenberg & Lachlan, 2004).
On the other hand, the world of videogames keeps on
developing software, graphic engines, processors and diverse
devices that will progressively make it possible to implement
better textures, more polygons, better effects representing
physical phenomena, the falling of water or people, smoke, fire,
explosions, wind effects etc. all of which contributes to
increasing the level of realism in the game’s virtual environment
and, therefore, its appeal. Both images and sound –especially
when combined– become powerful elements for the generation
of emotional states. These stimuli are neurologically processed
at great speed, and they settle in the unconscious areas of the
players’ brain (Martínez, 2000; De Beauport, 1994). That
explains their influence on communication, motivation and
learning processes.
2.1.2. Interactivity/playability
Interactivity is another factor of analysis and a key element to
achieve such aims as appeal, immersion, emotion and motivation
in videogame playing.
Dominic (2007) conceives interactivity as the exchange
between a human being and the game’s system. Interactivity is
thus understood as the opportunity to act in the game that is
offered to the player, which involves all the controls handed
over to the player in the game environment through external
devices. This entails being physically involved in making things
happen on the screen. In this regard, the gamer has the ability to
modify the actions being represented, even when the possible
“new scripts” are predetermined by artificial intelligence
programming.
This interactivity is very positively valued by players, because
it allows them to be part of those who direct the actions in this
tridimensional environment where they are navigating. It is a
way of feeling power, dominion and control, which results
highly motivational. Darley (2002) uses the term “vicarious
synesthesia” to address the sense of controlling what is
happening in the present, within a specific game’s environment,
which gives the player the “feeling of presence,” through the
dominion of external controls over acts which involve great
danger and are performed at great speed. This capacity of
interaction between the player and the scene through the use of
external commands is called playability (relative to the handling
of controls).
2.1.3. Social interaction and gaming motivations
Gaming motivations have to do with those elements which
incite, maintain and drive behavior, therefore acting as
“reinforcers” inside the game environment. Traditionally, in the
field of videogame design, the reward system was based on such
aspects as the immediacy of answers; the feedback on actions
performed through peripherals; and the achievements obtained:
an increase in scores, lives, weapons, ranks, etc. However, the
reward system inside the game currently transcends the
behavioral scheme to move on to a more social and interactive
scheme, where the opportunities to interact with others are more
important than being the winner in a game. Competitiveness
decreases in those cases, and on the contrary, it increases when
playing only with the computer (Hosokawa & Watanabe, 2012).
Today’s videogames, and particularly war videogames, have an
online multiplayer mode which allows social playing, in teams,
as well as the development of leagues and competitions around
which multiple interaction opportunities are offered, and also
taking advantage of the neurological bases of social reward
obtained through them (Bos, Talwar & McClure, 2013). This is
one of the features that make Call of Duty an appealing game:
the online multiplayer game option.
2.1.4. Effects of music and sound effects on
videogames
During the 1990s, the deepening of studies in the area of
neurosciences revealed that music causes effects on the right
hemisphere of the brain, which contains the areas related to
abstract thinking, creativity, the bases of memory and iconic
processing, and is also closely linked with affectivity and the
limbic system responsible for experiencing emotions (De
Beauport, 1994). Along these lines of research on the use of
music and sound effects in the virtual environments of
videogames, Shilling (2002) pinpoints four sound elements
included in America’s army, namely: footstep sounds, vehicles,
weapons and general environment. Each one of these sounds
provides clues for players to orient themselves in the game’s
scenery, and gives realism and precision to their actions. Among
all sounds, the most important ones to evocate the sense of
immersion in virtual environments are environment sounds,
which go relatively unnoticed when they are present, but are
clearly noticed when they are not present. Therefore, Shilling,
Zyda and Casey (2002) proved not only the emotional impact
produced by the sound of interactive supermedia but also that
the emotions evoked in a simulation have a positive impact on
the acquisition of knowledge about the events occurred during
the simulation.
Finally, the use of music and sound effects in the creation of
videogames and virtual environments is important in three ways:
it helps the gamer to understand the game; it enhances the
creation of a sense of immersion; and it generates emotional
impacts. That is why videogames constitute powerful learning
and training tools which can be used by educational institutions
for training purposes in diverse skills or competences. As a
matter of fact, the utilization of videogames has recently become
a common practice within military organizations and, more
35
3. Marcano, B.E. / New Approaches in Educational Research 3(1) 2014, 34-41
recently, in business companies and governmental institutions,
as well as in the training of medicine specialists.
3
METHODOLOGY
The main goal in the present study was to determine the gaming
motivations for those who play a war videogame –Call of Duty,
in this case. A secondary objective was to investigate the
possible learning outcomes taking as a reference the opinion of
actual players.
3.1
Type of research
Exploratory field research work was performed using an online
survey with the players of our selected game. This kind of
investigation is also called e-research because of the important
role played by data and information-gathering means (Couper,
2000). Variables related to the design, play and learning process
were examined (See Table 1).
3.2
Population and sample
The population for this study included all the players of the
videogame under analysis in any of its versions, both in PC and
platforms, from every country. The sample selected was
constituted by 394 players who answered the survey voluntarily
and were contacted through their game clans, gaming
communities’
web
sites, international leagues
and
championships, specialized forums and the players’ own
websites. Of all these players, who came from 35 countries, a
total of 368 answered the whole survey. Most of them were:
men, students, aged below 21, from Spain, playing less than 11
hours a week, members of a clan and participants in leagues or
tournaments. Players with other sociological characteristics
represented a minority.
3.3
Instrument
The survey was drawn up from: a) the answers of gamers to a
pilot questionnaire composed of open answers; b) the scale of
game rewards authored by Sherry et al. (2004); and c) learningrelated aspects. The result was a Likert-type scale with 32 items
and 6 answer options varying from “I totally agree” to “I totally
disagree.” All questions were related to the videogame under
analysis: Call of Duty (Cod), which is classified as a war
videogame, of the shooter type, in the online mode.
3.4
Procedure
initial phase. The final survey was subsequently designed, after
which the process of approaching Call of Duty gaming
communities started. The objective of the research was made
known through a blog, and gamers were invited to answer the
survey by referring them to a website specially designed for this
purpose. Contact with gamers was established through the
organizations that promote leagues, forums, and gaming
communities, or through the websites of clans. The answers
were gathered on a database with MYSQL for further processing
and examination with the SPSS 15 software package for
statistical analysis.
4
RESULTS
Two types of analysis were performed: a global factor analysis
to determine the common dimensions underlying the answers
which turned out to be in keeping with our research goal; and a
descriptive analysis meant to establish the priorities in gaming
motivations according to gamers.
4.1
Factor Analysis
A reliability study made on the basis of internal survey
consistency in order to check our survey’s technical guarantees
gave as a result a relatively high index value for this kind of
survey, according to the criteria followed by Pomés & Argüelles
(1991): Cronbach’s α = .88.
The global factor analysis was chosen in order to establish the
groups of items that might correspond to a common motivation
according to the correlation coefficients in the components
matrix (García, Gil & Rodríguez, 2000). We checked that the
adequate conditions for the realization of this type of analysis
existed by obtaining the Kaiser-Meyer-Olkin coefficient and
performing Bartlett’s test. The adequacy of the sample for the
execution of factor analysis was shown in both cases (KMO =
.860 and Bartlett’s sphericity: [χ2aprox(496) = 4222.851; p =
.000]).
An exploratory analysis of the main components was carried
out together with a varimax rotation to estimate the number of
factors and the percentage of variance explained by each one of
them. Values below 0.40 were excluded in order to facilitate
interpretation, and variables were sorted by the size of
correlation within each factor. The results indicate a structure
composed of 7 factors with values above 1 that explained
57.515% of the total variance of the correlation matrix among
the survey items (See Table 2).
The scale developed by Sherry et al. (2004) was adapted in an
Table 1. Variables –related to learning– which encourage players to choose this game
Related to design
Graphics: the motivation factors are the high quality of graphics and the sound of videogames.
Realism: what players enjoy is the parallelism between real life and the game environment.
Playability: it is related to all the controls which allow the player to exercise the actions in the game environment, through external devices. The easier
it is to exercise control over actions, the greater the playability is.
Related to playing
Emotion: The game is played to estimulate emotion as a result of the high action speed and the high quality of graphics.
Challenge: The game is enjoyed when testing one's own abilities and pushing them up to the maximum level. It also becomes a challenge when we
desire to overcome a game level to move up to the next one or enjoy beating the obstacles that the game places in front of us.
Fun: The game is played to avoid the stress or escape reponsibilities, as well as to to avoid boredom.
Fantasy: the gaming motivation lies in being able to do things that cannot be done in real life, such as flying or driving a car, among other things.
Social interaction: the game is played to interact with friends and learn about the personalities of other players.
Competition: The player wants to test another player who has better playing skills and can react and think faster. This motivation also serves to show
dominion and power within the hierarchy of the social group of players.
Related to the learning process
Emotional learning. The player recognizes that he is able to motivate and control himself in the game.
History learning. The player recognizes that he has aquired knowledge related to military history, weapons and context.
Technology learning: Recognition that competences have been acquired to use the game's technology
36
4. Graphics, playability and social interaction, the greatest motivations for playing Call of Duty. Educational reflections
Table 2. Global factor analaysis
Items
Factor 1: Graphics / playability
15. I play Cod because I like its graphics and images.
25. I play Cod because I like the sound effects.
21. I play Cod because the controls are really funny to play with.
16. I like Cod because the places shown in the game are like real placesMe gusta Cod.
9. The playability of Cod is the funniest thing.
3. I considere that Cod is thrilling.
20. I like to find new and creative ways of moving through the game Cod.
32. I like the emotion that I feel when I play Cod.
Factor 2: social interaction
6. In the games of Cod the members of my team support each other.
1. Playing Cod i have been able to met a lot f people and i like it.
10. The coordinated work to achieve an objective characterice my team of Cod.
19. Often a group of friends and I spend time playing Cod.
12. In the leagues of Cod I have learned to be more tolerant with the peopel and with myself.
11. Playing Cod with my friends is important to me.
24. With Cod I learn to configure/control the server of the gema.
Factor 3: Learning
27. Cod has served me to understand the World War II.
31. Playin Cod I have learned about contemporary history.
29. With Cod I have learned to handle wapons and war vehicles.
28. Playing Cod I have learned to control my emotions in the critical moments of the game.
Factor 4: Challenge/Overcoming
13. I feel rewarded when I access to the next level of the game.
7. I feel proud when I overcome a level of the game.
30. The game Cod impulses me to effort in order achieve being the best.
Factor 5: Fantasy
18. I like to do something in Cod that I can't do in real life (ex.: pilot planes, drive tanks, shoot).
2. I play Cod because it allows me to do things that I can't do in real life.
23. I like Cod because it makes me fee like a real soldier.
22. I enjoy the illusion of being the hero of the game.
Factor 6: Fun
14. I play Cod instead of doing other things that I should do.
8. I play Cod although I have other things to do.
4. I play Cod to avoid doing other things that I don't want to do.
Factor 7: Competition
5. I don't care when my friends are better than me in the game.
26. I like to play to show my friends that I am the best.
17. When I lose against someone, I want to play again to beat him/her..
N=369; α = .886
The factors were named after interpreting the saturations
obtained by the items in each factor and based on the findings of
Sherry et al. (2004) and their scale of videogame uses and
gratifications.
The first factor accounted for the biggest part of variance
11.061% and was labeled as ‘graphics/playability’ in accordance
with Sherry et al. (2004). It corresponded with 8 items which
refer, on the one hand, to the effects of design: graphics, sound,
tridimensional visual environment; and on the other hand, to the
programing of the game controls that, as a whole, enhance the
feeling of immersion and the degree of interactivity with the
gaming interface. A high internal consistency was obtained in
accordance with Cronbach’s alpha coefficient (α = .809).
The second factor was named ‘social interaction.’ It explains
10.490 % of total variance and includes 7 items that refer to the
coordinated teamwork in game play, the tolerance towards the
rest of the people and towards themselves, the appreciation of
contact with other players, and the friendly relationships
established and maintained through the game. High internal
consistency was found in this factor (α = .793).
The third factor was labeled as ‘learning’ and constitutes an
innovation in relation to the scale of videogame uses and
gratifications. It explains 8.918% of total variance and consists
of 4 items that refer to players’ understanding of World War II,
what they have learned about contemporary history, if they have
Factor loading
.754
.701
.657
.65
.629
.537
.444
.42
.765
.737
.72
.653
.554
.551
.536
.802
.775
.57
.543
.815
.8
.431
.805
.773
.678
.405
.811
.758
.637
-.677
.553
.419
learned to manipulate weapons and war vehicles in the virtual
environment offered by the game, and if have learned to control
their emotions in critical moments of the game. The internal
consistency coefficient was .75 (Cronbach’s alpha) which is
considered high (Pomés & Argüelles, 1991).
‘Challenge/overcoming’ was the name assigned to the fourth
factor, which explains 8.010% of variance and is composed by
three items that refer to the satisfaction with the achievements
and overcoming in the game which promotes self-improvement
in itself.
Cronbach’s alpha was .735, likewise considered high for
internal consistency.
The next factor was named ‘fantasy,’ as in the scale of
videogame uses and gratifications, and it explained 7.950% of
variance. It included the items referring to the taste for
identification with the characters of the videogame, the feeling
of being a hero, a soldier, of driving tanks, piloting planes and
other things that cannot be done in real life. This factor obtained
an internal consistency coefficient similar to that of previous
factors (α = .762).
The factor named ‘fun’ accounts for 6.095% of the variance
and includes three items, which indicate that gaming takes place
even if players have other things to do, other things that they
should do, or to avoid doing other activities. It was found to
37
5. Marcano, B.E. / New Approaches in Educational Research 3(1) 2014, 34-41
have a lesser internal consistency index than that of previous
factors (α = .695). It is still considered high, though.
The seventh factor was named ‘competition’ following the
guidelines of Sherry et al. (2004) and gathers the items related to
the competitive state that can be present in the game and that
stimulates the desire to win, to show personal skills, although
this is secondary sometimes. It is worth mentioning that two of
the three items that compose this factor share more or less
similar saturations with other factors, which casts doubt on the
validity of this seventh component. The results within this factor
were very inconsistent (α = .008) which compromises the
reliability of this survey section. That is the reason which led us
to leave such items out of the subsequent analysis.
However, leaving the aforesaid items aside and considering
the global results, it can be determined that this is a reliable and
valid instrument from a psychometric point of view.
4.2
Descriptive analysis
In accordance with variable reduction, established through the
factor analysis technique and considering the validity of this
study, it was found that the 12 variables initially proposed were
regrouped into 6 dimensions or latent variables, namely:
graphics/playability,
social
interaction,
learning,
challenge/overcoming, fantasy and fun. These variables will be
discussed in this section in order of importance of each
dimension (a common characteristic that underlies the answers).
Dimension 1: Graphics/playability
The variables: emotion, graphics, playability and realism
converged on a single motivational dimension that was named
graphics/playability although, if detailed, the indicators that
encourage gaming the most are those with the highest scores in
relation to item averages and the highest level of agreement
among players (lower variability).
Table 3. Dimension 1: Graphics/playability
Items
3. I consider that CoD is exciting.
32. I like the emotion that I feel when I play CoD.
9. The playability of Cod is the most entertaining thing.
15. I play CoD because I like its graphics and images.
21. I play CoD because controls are really fun to play
with.
16. I like CoD because the places shown in the game look
like real places.
25. I play Cod because I like the sound effects.
Items
6. In CoD games, the members of my team support each
other.
1. Playing Cod i have been able to met a lot of people and
i like it.
19. A group of friends and I often spend time playing
CoD.
10. The coordinated work to achieve an objective
characterizes my team of Cod.
24. Thanks to CoD, I learn to configure/control the
game's server.
12. In the leagues of Cod I have learned to be more
tolerant with other peope and with myself.
11. Playing Cod with my friends is important to me.
M
SD
5.14
1.23
5.10
1.35
4.66
1.47
4.46
1.42
4.39
1.65
4.01
1.68
3.97
1.62
As can be observed in Table 4, the actions related to
teamwork, the coordination in the task to be performed, together
with mutual support between team members stand out. This
finding contributes to the de-stigmatization of war videogames
as a completely negative thing, demonstrating the motivational
value that they have for CoD players, especially for those who
belong to a clan and participate in leagues and tournaments.
Dimension 3: Learning
This dimension included the indicators initially preestablished for the variables related to the learning process,
although not all of them were finally considered; only some
related to emotional learning and history learning. The relatively
high reliability coefficient (Cronbach’s alpha .75 for this type of
instruments in accordance with Morales, 2000) in this dimension
provides it with the necessary consistency to verify the matching
level of players’ opinion about the indicators gathered here,
although their answers are negative –as can be inferred from the
measures obtained.
Table 5. Dimension 3: Learning
M
4.88
4.87
4.67
4.41
SD
1.15
1.30
1.33
1.47
4.11
1.5
4.11
1.66
3.69
1.72
This factor regrouping provides us with the best evidence to
highlight the link between design aspects (playability, graphics,
realism and sound effects) and their ability to affect the senses
and generate emotional states. This factor represents one of the
main gaming motivations.
Dimension 2: Social interaction
This dimension included the indicators related to the
coordinated work among team members, the relationship of
mutual support, the friendly relationships and the opportunity to
interact through the game.
38
Table 4. Dimension 2: Social interaction
Items
28. Playing CoD, I have learned to control my emotions
in critical moments of the game.
31. Playin CoD I have learned things about contemporary
history.
27. CoD has helped me to understand World War II.
29. Thanks to CoD, I have learned to handle weapons
and war vehicles.
M
SD
3.54
1.73
3.03
1.81
2.82
1.79
2.50
1.80
The players express that their knowledge of World War II or
contemporary history has not increased playing this game. Nor
are they learning to drive war vehicles. And the emotional
control that can be acquired through the situations of extreme
tension experienced in critical moments does not seem to have a
decisive influence on the players either.
However, the indicator pre-established as technology learning
turned out to be important for most players, though it was
located in the social interaction dimension (see Table 5).
Dimension 4: Challenge/overcoming
Challenge/overcoming was the label assigned to the
convergence of indicators for two types of variables: one related
to gaming motivations: challenge; and the other linked with the
learning process: emotional learning.
6. Graphics, playability and social interaction, the greatest motivations for playing Call of Duty. Educational reflections
Tabla 6. Dimension 4: Challenge/overcoming
Items
7. I feel proud when I overcome a level in the game.
13. I feel rewarded when I reach the next game level.
30. CoD drives me to make an effort to succeed in being
the best.
M
4.67
4.04
SD
1.55
1.76
3.67
1.70
The effort required from the gamer in order to advance
through the different gaming levels, stimulates self-esteem and
satisfaction with achievement when such levels are overcome.
This is confirmed by the average score (M) obtained in this
dimension, which puts it in third place in the classification of
gaming motivations.
Dimension 5: Fantasy
The dimension named fantasy confirmed the aspects
associated with this variable and included one of the elements
proposed within realism in design variables. And even though
fantasy is one of the most present factors in all kinds of games
from a psychological point of view, due to the chance of creating
‘fictional realities,’ one could expect it to be more present in the
gaming environment under study. However, the opinion of the
players involved in the present study shows that this factor is
one of the less motivational for playing the game.
Table 7. Dimension 5: Fantasy
Items
18. I like to do something in CoD that I cannot do in real
life (e.g.: piloting planes, driving tanks, shooting).
2. I play CoD because it allows me to do things that I
cannot do in real life.
23. I like CoD because it makes me fee like a real soldier.
22. I enjoy the excitement of being the hero of the game.
M
SD
3.45
1.90
2.71
1.83
2.63
1.76
3.54
1.86
According to the results, the illusory aspect of identification
with the characters in the game constitutes a weak motivational
element for these young adult players; the opportunity to feel
like a hero or a real soldier is also irrelevant to them.
Dimension 6: Fun
The dimension named fun confirmed the indicators initially
proposed for the motivational variable of the same name. This
would reflect game play as an “escape or flight from reality” and
the task to be performed. However, the data indicate that this
aspect is the less motivational for playing the game.
Table 8. Dimension 6: Fun
Items
14. I play CoD instead of doing other things that I
should do.
8. I play CoD although I have other things to do.
4. I play CoD to avoid doing other things that I do not
want to do.
M
SD
2.47
1.58
3.36
1.74
2.47
1.58
In other words, according to the opinion of the players who
participated in our study the avoidance of responsibilities or the
desire to postpone other activities that should be carried out,
constitute the less motivational factors for playing the game.
To sum up, it can be stated that the main motivations to play
the game correspond to the design elements which generate
emotions in gamers and the chance to interact with others.
According to the scores obtained, the most important aspect for
the players involved in this study was the social interaction
allowed by the game.
5
RESULTS DISCUSSION
The results presented in dimension 1: Graphics/playability, are
suitable to highlight that videogames generate emotional states
through 3D images, the environment of immersion and realism,
the interaction possibilities (having the control of avatars in the
game) and the sound effects. All of this is sent directly to the
limbic area of the brain, which is in responsible for affections
and emotions. This area is part of the cognitive-affective
structure that combines the ‘value’ element and the social
element. In the case of online war videogames where players
must interact, communicate with their team members, survive
and ‘outperform’ others, emotions can go through a vast array of
emotional states which range from the ‘fear’ of dying (being
eliminated) to the ‘anguish’ over the constant threats or the
‘uncertainty’ of not knowing where the enemy is going to show
up. All of this enhances the acquisition of behaviors or action
patterns that can be used to win the game.
This is theoretically supported by the opinions of the
neuroscientists working in the fields of emotion and learning,
LeDoux (1999) and Damasio (2002), especially when they
address the emotional state of fear, which leads us to learning
actions that avoid or control such fear. With their experiments
on emotional induction in virtual environments and learning,
Shilling et al. (2002) support the explanation for the generation
of emotional states through game interfaces, and how they drive
the learning of avoidance behaviors to escape from negative
emotional states. These findings must be revised in the
educational field, especially considering the emotional estates
involved in learning situations. Above all, it should be
reconsidered how secondary education students are being
emotionally impacted, especially in terms of ‘immersion’ in
subject contents, the strategies used to this end and their
motivational power when faced with these other environments
that are excessively stimulating from a sensorial point of view.
Regarding dimension 2: Social interaction, it must be noted
that being a part of the clans, understood as affinity groups,
imposes on the members the establishment of communication
channels, the organization of functions and the assignment of
roles to play before games and competitions, for which they also
need to do some ‘training’ or previous rehearsing that stimulates
getting to know game partners and in turn serves to measure
one’s own skills and competences. That is why the environment
of game practices can strengthen the cooperation between all the
members as well as their tolerance capacity towards both the rest
of people and themselves (Stallen & Sanfey, 2013). This is
considered a positive aspect provided by the practice of CoD
online and it can be enhanced from an educational point of view.
On the other hand, apart from coordinated teamwork
(Macmillan, 2001) –which is the concept used here to synthesize
the previous ideas– the establishment of friendship bonds among
the players is important in this dimension, regardless of whether
players are previously acquainted or new friends made through
the game interface, this being the main explicit gaming
motivation.
The theoretical bases that support such empirical evidence are
found in Sherry et al. (2004) and Jansz & Martens (2005) who
found that the social interaction of videogames in general is a
39
7. Marcano, B.E. / New Approaches in Educational Research 3(1) 2014, 34-41
reward factor and predictor of the playing time. This element is
also highlighted by Elkonin (1985) and Gross (2000) when they
address the importance of access to social space through the
game, and the recognition of gamer identity among the social
group of reference. This factor is also explained as an affiliation
motivation, which enables belonging to a group that provides
identity, reputation, instrumental and emotional support, and is
also a source of activities (Chóliz, 2007). Likewise, Hosokawa
& Watanabe (2012) highlight the pre-eminence corresponding to
the social aspect of the game over competition, although this is a
determining factor to win the game, and the satisfactions
produced by being able to infer game moves when playing with
others (Yoshida, Seymour, Friston & Dolan, 2010). In the
educational sphere, it becomes vital to highlight the importance
that social interaction has in academic performance, due to the
relevance that being with others has for a human being.
Regarding dimension 3: Learning, it can be highlighted that
the reflection about what is learned through videogames is not
always clearly evident for gamers (Gros, 2004, González &
Blanco, 2008). It is necessary to go through a metacognition
process stimulated by the teacher and in accordance with the
proposed learning objectives when the videogames are used as
part of a didactic strategy, in a way that enables players to gain
awareness of the educational contributions made by the
videogame utilized. In dimension 4: Challenge/overcoming,
there is a reference to personal performance and achievements;
nevertheless, they have a social connotation at an individual
level, as the achievement and personal achievements are
publicly reflected on game screens when the avatar is revived
after an elimination. And depending on the achievements, the
players gain ‘advantages’ related to resiliency, eliminations in
the plot of the game, defensive artifacts and the power of
weapons. As pointed out by Elkonin (1985) “The action of
winning is not the only relevant event of the game,” another
relevant thing are “the possibility of finding an scenery to play
in,” the role, the position, but above all, being admitted and
identified with player identity and all its relational
consequences. Dimension 5: Fantasy was not relevant for the
players involved in the present study, which contradicts the
opinion of some authors regarding the motivational aspects of
videogames (Levis, 1999; Etxeberria, 2008; Gil & Vida, 2007).
However, in our case, the results in this dimension –fantasy–
may be influenced by the age and maturity level of participants,
most of whom were young adults, and the little importance that
they assigned to such elements –unlike the great importance that
younger players might have assigned to this dimension. Fun
(dimension 6) did not turn out to be a motivational factor either
in the sense of an element implies evasion from the
responsibilities of everyday life.
6
CONCLUSIONS
The sceneries and general environments of videogames are
riddled with exciting elements, that is, they are capable of
affecting gamers’ organism and generate internal changes that
are reflected in their gaming motivations, in their performance
and in their relationship with other gamers. Motivations, in turn,
are affected by the instant gratifications or rewards offered both
at a sensorial level, through their designs, and at a psychological
level, through the well-being and satisfactions based on the
achievements reached, and at a social level, through the
possibilities offered in terms of relationship and recognition.
Given the strong emotional implication demanded by
videogames, even more so when it comes to war videogames,
40
and considering the connection between emotion and cognition,
videogames are recognized as the learning sceneries par
excellence, regardless of their didactic and pedagogical uses.
Based on research evidence and considering the strong appeal
that war videogames have, they are considered to constitute a
powerful motivational tool for learning due to the emotional
implication that they require. From the didactic point of view, it
is recommended to make use of the motivation that young
people already have, to address topics related to history, with the
wars evoked by videogames, with state policies, interventions in
different countries and the value of peace. And from a personal
point of view, to promote self-motivation, to stimulate the
transfer of knowledge obtained though teamwork inside the
game to other life environments (school, studies, family), and
the transfer of competences to learning to learn which is
implemented thanks to the interest of knowing how to win the
game to other topics.
It is also recommended to bear in mind the emotional aspects
for the design and creation of educational activities, as well as
the promotion of activities involving interaction between
participants in the educational process and the use of the power
that images, multimedia, videos and videogames themselves
have to make the teaching and learning process a more
rewarding experience.
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