Online Gaming as Tool for Career Development

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Online Gaming as Tool for Career Development

  1. 1. First International Workshop on Story-Telling and Educational Games STEG’08 Online Gaming as Tool for Career Development Darko Dugosija, Vadi Efe, Stephan Hackenbracht, Tobias Vaegs, Darko Dugosija, Vadi Efe, Stephan Hackenbracht, Anna Glukhova Tobias Vaegs and Anna Glukhova Maastricht, Netherlands, September 16, 2008 Informatik 5, RWTH Aachen University, Germany Lehrstuhl Informatik 5 “Man only plays when in the full meaning of the word he is a man, (Informationssysteme) Prof. Dr. M. Jarke and he is only completely a man when he plays.” (Schiller) I5-KCGHR-0908-1
  2. 2. Outline STEG’08 Introduction Darko Dugosija, Vadi Efe, Survey facts Stephan Hackenbracht, Tobias Vaegs, Anna Glukhova Results Conclusions and outlook Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-2
  3. 3. Introduction Observation: Today’s Internet usage becomes more STEG’08 extensive and further reaching each day. Darko Dugosija, Question: How do real and virtual life influence each Vadi Efe, Stephan Hackenbracht, other? Tobias Vaegs, Choice of Topic: Video gaming – because it is the Anna Glukhova first truly digitalized hobby. Problem: Little existing scientific background Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-3
  4. 4. Survey facts performed on a self-built on-line platform STEG’08 considered aspects: Darko Dugosija, – gaming – career (job/school) Vadi Efe, Stephan skills, personal relations, money, personal assessment Hackenbracht, Tobias Vaegs, Anna Glukhova – gaming – friendships/relationships situation of hobbies, positive/negative influence on friendships/relationships, interchange offline/online contacts, personal assessment – gaming – group interaction Lehrstuhl Informatik 5 team play, motivations, gender, technical competence, personal (Informationssysteme) Prof. Dr. M. Jarke assessment I5-KCGHR-0908-4
  5. 5. Survey facts 1088 participants STEG’08 on average everyone filled in two of three parts of our Darko Dugosija, survey => ~725 responses for each part Vadi Efe, Stephan Hackenbracht, Tobias Vaegs, Anna Glukhova more than expected free statements given (>300) survey promoted on forums, social networks, e-Mail, mailing lists, Usenet, personal websites, blogs, personal networks Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-5
  6. 6. Results: Outline Demographics STEG’08 Motivations Darko Dugosija, Vadi Efe, Stephan Learning by playing Hackenbracht, Tobias Vaegs, Career effect Anna Glukhova Conflict handling Lehrstuhl Informatik 5 (Informationssysteme) Selected quotes Prof. Dr. M. Jarke I5-KCGHR-0908-6
  7. 7. Results: Demographics Our demographics match those of the online gaming population and our survey participants are well educated. STEG’08 Fig.1: Distribution of the age of the participants Darko Dugosija, Vadi Efe, Stephan Hackenbracht, Tobias Vaegs, Anna Glukhova Fig.2: Education of the participants Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-7
  8. 8. Results: Motivations Fun and relaxation are by far most important, while learning is usually not a motivation. STEG’08 Aspects of team work are usually similar in real and virtual life. Darko Dugosija, ratio Vadi Efe, both only real only virtual (both vs. RL+VL) Stephan Hackenbracht, Comradeship 36.4 % 18.7 % 9.8 % 1.3 : 1 Tobias Vaegs, Joint effort 42.3 % 13.8 % 9.8 % 1.8 : 1 Anna Glukhova Not letting others down 36.2 % 16.1 % 8.6 % 1.5 : 1 Shared victory 40.2 % 9.3 % 16.1 % 1.6 : 1 Fig.3: Motivations by gender Overcoming conflicts 22.7 % 17.1 % 11.4 % 0.8 : 1 Rely on each other 39.0 % 17.8 % 8.6 % 1.5 : 1 Identification 11.7 % 9.3 % 7.9 % 0.7 : 1 Defined responsibilities 19.4 % 16.1 % 15.0 % 0.6 : 1 (Other) (6.8 %) (4.4 %) (3.0 %) Lehrstuhl Informatik 5 Tab.1: difference between team play aspects in real and virtual life (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-8
  9. 9. Results: Learning by playing Players acquire several Fig.4: Ratio of skills acquired by gaming compared to related activities transferable skills while gaming, and a few more by related STEG’08 activities. Darko Dugosija, Vadi Efe, Stephan Hackenbracht, Tobias Vaegs, Anna Glukhova Spearman's rho Positive Influence Number of Correlation 0.397 Acquired Coefficient Skills Sig. (2-tailed) 0.000 N 593 Tab.2: Correlation between positive Fig.5: Number of acquired skills while gaming Lehrstuhl Informatik 5 (Informationssysteme) influence and number of acquired skills Prof. Dr. M. Jarke I5-KCGHR-0908-9
  10. 10. Results: Learning by playing Fig.6: Distribution of acquired skills Gaming related skills are rated high as expected, but STEG’08 also foreign language skills due to international gaming communities. Those skills could often not be acquired Darko Dugosija, Vadi Efe, easier in different ways Stephan than gaming. Hackenbracht, Tobias Vaegs, Anna Glukhova Fig.7: Possibility of acquiring Lehrstuhl Informatik 5 (Informationssysteme) skills by other means than gaming Prof. Dr. M. Jarke I5-KCGHR-0908-10
  11. 11. Results: Career effect Value df Asymp. Sig. (2-sided) STEG’08 Pearson Chi-Square 23.186 4 0.000 Likelihood Ratio 24.347 4 0.000 N of Valid Cases 440 Tab.3: χ²-test of Fig. 6 Darko Dugosija, Vadi Efe, Stephan Hackenbracht, Tobias Vaegs, Players usually do not Anna Glukhova experience negative influences of gaming if playing only reasonable (i.e. ≤20h/week) amounts of time. Fig.8: Hours played during times of negative influence Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-11
  12. 12. Results: Career effect Fig.9: Comparison of genres played during times of positive and negative influence STEG’08 Darko Dugosija, Vadi Efe, Stephan Hackenbracht, Tobias Vaegs, Anna Glukhova There is a noticeable difference among the genres regarding positive/negative influence on the career, which should be considered in TEL game design. Lehrstuhl Informatik 5 Fig.10: Overall influence on career/school (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-12
  13. 13. Results: Conflict handling Tab.4: Reasons to engage in a ratio STEG’08 conflict in real and virtual life both only real only virtual (both vs. RL+VL) Challenge 28.7% 7.9% 31.1% 0.7:1 Seeing others lose 4.2% 3.0% 15.7% 0.2:1 Justice 19.2% 37.6% 6.3% 0.4:1 Victory 19.6% 4.2% 32.7% 0.5:1 Darko Dugosija, Vadi Efe, Blow of steam 6.8% 7.2% 15.7% 0.3:1 Stephan Hackenbracht, Dislike of someone 10.7% 17.3% 8.4% 0.4:1 Tobias Vaegs, (Other) (5.8%) (7.2%) (4.7%) Anna Glukhova Conflicts are more easily engaged in virtual life, as there are less severe consequences to be expected. Fig.11: Overall influence of gaming on social skills Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-13
  14. 14. Results: Selected Quotes “Married for 24 years, husband and sons (21 and 17) game together with me frequently.” STEG’08 “Games like Final Fantasy VII/VIII allowed me to use advanced strategies from a young age, again, helping me in a way school never could. I would say in my first five years of gaming, I learned at least twice as much as I did Darko Dugosija, when I attended school.” Vadi Efe, Stephan “Video games had much effect on my creative and I might Hackenbracht, Tobias Vaegs, say artistical side. It is because of them that I am now Anna Glukhova on Graphical design university, and studying and learning programs like Maya and 3ds max.” “I'm a terrible sport player, so I enjoy most teamwork in games. Teamwork, especially in large group, is much more accessible and easier in virtual world than in real life. Large team raid rocks when everyone is trying their best.” “I enjoy social gaming but know that it's not reality. I Lehrstuhl Informatik 5 can switch off myself when I switch off the computer.” (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-14
  15. 15. Conclusions and Outlook STEG’08 useful considerations for designing TEL games – proven: possibility of learning through gaming Darko Dugosija, – focus learning on transferable skills Vadi Efe, Stephan Hackenbracht, – hide the learning aspect behind fun and relaxation Tobias Vaegs, Anna Glukhova – games well suited for learning conflict management concept of virtual life truly justified survey data suitable for more analysis Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-15
  16. 16. STEG’08 Thank you Darko Dugosija, Vadi Efe, Stephan for your attention! Hackenbracht, Tobias Vaegs, Anna Glukhova Questions? Lehrstuhl Informatik 5 (Informationssysteme) Prof. Dr. M. Jarke I5-KCGHR-0908-16

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