ISSN:
1085-4959
Source:
Emerald Fulltext Archive Database 1994-2005
Topics:
Education
,
Economics
Notes:
Purpose - Aims to determine how multiple play styles and use of "outside" materials can be successfully taken into account when designing user experiences in educational digital games. Design/methodology/approach - This research draws on over two dozen qualitative interviews and an open-ended survey of an additional 50 game players with a wide range of gameplay experience. Findings - Findings suggest that players have different skill sets, and different beliefs about what constitutes acceptable and unacceptable help in a variety of games. These findings are analyzed to argue for different ways to enhance the educational gaming experience for players. Research limitations/implications - As with all qualitative research, the relatively small sample size makes it difficult to draw broad generalizations from the data. However, the research does suggest that there are many ways to play games, that players use many items and information "outside" the game to help them play or enhance their experience, and such things can be fruitfully used to improve educational games. Practical implications - Designers of educational games should take into account the materials surrounding games, such as walkthroughs and codes, as ways to enhance the game and educational experience, rather than detract from them. Originality/value - Very little research has been done examining how players perceive items and information related to game play, as well as how they use such things. This research investigates that area and relates the knowledge to ways to improve educational games, and education.
Type of Medium:
Electronic Resource
URL:
http://dx.doi.org/10.1108/10748120510608124
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