EAGER: Collaborative Research: Motivation and Serious Gaming
EAGER: Collaborative Research: Motivation and Serious Gaming
批准号:
0943057
负责人:
Brian Magerko
金额:
$12.7万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2009
资助国家:
美国
项目状态:
已结题
起止时间:
2009-09-15 至 2012-08-31
中文摘要
当人们为了娱乐而玩游戏时,他们可以自由选择是否玩和玩什么游戏。所谓的“严肃游戏”采用了一种媒体形式,玩家习惯于将其作为娱乐,以实现学习、健康和说服等严肃目标。一个严肃的游戏不是自愿的,也不是为了好玩,实际上可能是强制性的课堂作业,可能是企业培训的必备部分,或者是改善大脑健康的规定活动。严肃的游戏可能并不有趣。即使是对许多人来说很有趣的游戏(例如,文明系列游戏是有史以来最畅销的游戏之一,并被广泛用作教育游戏),也可能不是“有趣”、“引人入胜”、“激励”或任何其他词语,可以用来描述学者或设计师为目标受众的不同子集使用游戏的理由。动机对学校学习很重要,但对严肃游戏的动机还没有被研究过。正如学习者对与学习相关的内在和外在奖励有着不同的潜在亲和力一样,在这个项目中,游戏玩家在他们一生的游戏体验中形成了独特的游戏动机亲和力和思维方式。玩家类型学将玩家归类为成就者、探险者、社会者或杀手,但这些类型学只考虑自愿参加特定游戏或游戏类型。目前尚不清楚玩家是否会轻松而热情地接受不符合他们首选游戏动机的游戏,或者这种不匹配是否会干扰参与度和学习。根据定义,严肃游戏依赖于玩家的娱乐游戏体验,但他们这样做时没有考虑不同的人为什么以及如何玩娱乐游戏,也没有考虑这些个人一生的游戏动机和体验差异对严肃游戏将如何被接受的影响。这个项目将开发和测试游戏动机概况(GMP)的想法,平行于动机和心态理论。这个项目是有风险的,因为GMP可能最终不存在,或者不重要。这个项目是值得的,因为如果GMP确实调解了严肃游戏的影响,那么对于游戏设计以及如何引入严肃游戏以提高其有效性,都有无数的影响。拟议的第一阶段探索性研究寻求1。阐明、探索和收集关于游戏动机概况(GMP)作为个人特质的结构的标准数据,2.)要发现个人玩特定游戏的方式是否与他们的GMP一致,3.研究到目前为止,当游戏中没有GMP时,制定了游戏风格和享受会发生什么。拟议的第二阶段研究是检查GMP和严肃游戏的“那又如何”的第一步。研究人员将研究当玩家的GMP(因此,他们首选的游戏模式)在游戏中可用或不可用时,学习游戏和大脑游戏的预期结果(例如,学习和大脑训练)是如何受到影响的。第二阶段的实验将测试操纵调节匹配(引入与游戏一致或不一致的任务目标)对改善大脑游戏和学习游戏的预期结果的有效性。了解GMP对严肃游戏预期结果的影响,有望为严肃游戏设计提供信息,并更好地为严肃游戏的不同受众服务。基于游戏数量和质量上的巨大性别差异,可以合理地预期,GMP将因性别、年龄和其他人口统计数据而异,这将对更普遍的严肃游戏设计产生影响。
英文摘要
When people play games for entertainment, they are free to choose whether to play at all and which games to play. So-called 'serious games' employ a media form players are accustomed to enjoying as entertainment for serious goals such as learning, health, and persuasion. Rather than voluntary and for fun, a serious game may in fact be a mandatory class assignment, a required part of corporate training, or a prescribed activity to improve brain health. Serious games may not be fun. Even games which are fun for many people (e.g., the Civilization series of games are some of the best selling games ever and are widely used as educational games), may not be "fun," "engaging," "motivating," or whatever other words may be used to describe the rationale for using games by academics or designers for a distinct subset of the target audience. Motivation is known to be important for school learning yet motivation for serious games has not been studied. In the same way that learners hold different underlying affinities for intrinsic and extrinsic rewards associated with learning, it is posited in this project that gamers develop unique gaming motivation affinities and mindsets throughout their lifetime of gaming experiences. Player typologies classify players as achievers, explorers, socializers, or killers, but these typologies only consider voluntary play of a particular game or game genre. It is not yet known whether players easily and enthusiastically embrace games which do not fit their preferred gaming motivations, or if such mismatches interfere with engagement and learning. By definition, serious games piggyback on players' entertainment gaming experiences, yet they do so with no consideration of why and how different people play entertainment games, nor what the implications of those individual lifetime gaming motivation and experience differences are for how a serious game will be received. This project will develop and test drive the idea of a Gaming Motivation Profile (GMP), parallel to motivation and mindset theories. The project is risky, because GMP may turn out not to exist, or to be unimportant. The project is worthwhile because if indeed GMP mediates the impact of serious games, there are myriad implications for game design and for how serious games are introduced to improve their effectiveness. The proposed Phase 1 exploratory research seeks 1.) to articulate, explore, and collect normative data about the construct of gaming motivation profile (GMP) as an individual trait, 2.) to discover whether the way individuals play particular games is consistent with their GMP, 3.) to study what happens as far enacted play style and enjoyment when GMP is not available within a game. The proposed Phase 2 rresearch be a first step in examining the "so what" of GMP and serious gaming. Researchers will study how a learning game's and a brain game's intended outcomes (e.g., learning and brain training) are impacted when players' GMP (and therefore, their preferred play patterns) are or are not available in the game. The Phase 2 experiment will test the efficacy of manipulating regulatory fit (introducing task goals which are or are not consistent with the game) for improving the intended outcomes of a brain game and a learning game. Understanding the impact of GMP on serious gaming intended outcomes holds promise to inform serious game design and to better serve diverse audiences for serious games. It is reasonable to expect, based on large gender differences in the quantity and quality of gaming, that GMP will vary by gender, age, and other demographics, with implications for more universal serious game design.
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