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Gaming has now been a part of educational practice for many years. The application of technology to gaming opened new doors to both complexity and sophistication of the interactions and dimensions of learning in a game environment. More recently online facilitation has enabled the globalisation of the gaming environment and extended the potential roles of the synthetic world in teaching and learning...
Geogames are location-based games played in outdoor environments. Many use a time out mechanism to balance game play. Little is known on how this affects player motivation in learning experiences. We report evidence from an explorative empirical study which indicates that the perceived choice of a player has impact on the enjoyment of the learning experience. We identify the spatial choices of the...
From the organization transmission, media operation has multiple functions. From a micro-layer, media operation provides various services to the media and coordinates the relationship between the game organizer and the media. From a macro-layer, media operation is to build the image of the game organizer in different circumstances and protect the game organizer. Sports Media Operation System of Beijing...
In this Work in Progress, we describe the ‘my Learning Community’ application design principles and theoretical foundation. The application is a learning community support tool, which we implement in a peer mentoring project in the Department of Computing and New Media Technologies at the University of Wisconsin-Stevens Point. Combining different learning frameworks, we implement location-based services...
With increasing proliferation of virtual environments for serious work as well as play, we are confronted by new challenges pertaining to how such environments can be leveraged to promote and induce effective work performance. In terms of organization and management, we are challenged further by decisions regarding which work activities to perform in virtual environments versus their physical counterparts;...
Massively Multiplayer Online Games (MMOG) offer new promising opportunities to research virtual organizations and teams. The characteristics of MMOGs allow researchers to obtain objective data from a large and multi-national population. Lasting over months or even years, MMOGs facilitate longitudinal studies and ensure a high involvement of participants. Moreover, collecting data from online surveys...
Popular music video games are mostly examples of the rhythm game genre. They rarely respect the creative component of actually playing music. In this publication, a novel improvisation game-play element is introduced to account for the creativity. An evaluation is conducted to assess, whether improvising music as a game-play element in music games can increase the entertainment factor. Therefore,...
This paper examines the influence of culture, self-disclosure and communication media on perceptions of trustworthiness of the leadership of a virtual team using a massively multiplayer online game (MMOG). We obtained data from two main sources: a survey sent to the virtual team members in the US and China and archival data from the log-files of the MMOG. Based on a unique data set of 2245 participants...
Virtual worlds are not fields of dreams. Developers must be careful not to fall into the mantra of "if you build it, they will come." If players don't enjoy spending time in a virtual world, then they are not likely to do so. With that in mind, Arden designers have drawn from extensive game experience and the advice of industry experts, such as writer and game designer Lee Sheldon of Indiana...
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