EAGER: Collaborative Research: Motivation and Serious Gaming
EAGER:协作研究:动机和严肃游戏
基本信息
- 批准号:0943057
- 负责人:
- 金额:$ 12.7万
- 依托单位:
- 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
- 起止时间:2009-09-15 至 2012-08-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
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.
当人们玩娱乐游戏时,他们可以自由选择是否玩是否玩以及玩哪些游戏。所谓的“严肃游戏”采用媒体形式的玩家习惯于享受娱乐,以实现认真的目标,例如学习,健康和说服力。实际上,一个严肃的游戏可能是强制性的班级作业,公司培训的必需部分或开处方的活动以改善大脑健康的情况,而不是自愿和娱乐。认真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好的销售游戏,被广泛用作教育游戏),也可能不是“有趣的”,“吸引人”,“激励”,或者其他任何其他词语都可以用来描述学术界或设计师为目标受众提供不同的游戏的理由。众所周知,动机对于学校学习很重要,但尚未研究认真游戏的动机。就像学习者对与学习相关的内在和外在奖励持有不同的潜在亲和力一样,这个项目也认为,游戏玩家在游戏体验的一生中都会发展独特的游戏动机和思维方式。玩家的类型将玩家归类为成就者,探险家,社交机构或杀手,但是这些类型仅考虑特定游戏或游戏类型的自愿性游戏。尚不清楚玩家是否轻松而热情地拥抱不符合其首选游戏动机的游戏,或者这种不匹配会干扰参与和学习。根据定义,对玩家的娱乐游戏体验的认真游戏,但是他们这样做的过程中没有考虑到为什么和不同的人玩娱乐游戏,也没有考虑这些个人一生的游戏动机和经验差异的含义是如何获得认真的游戏。该项目将开发并测试与动机和思维理论平行的游戏动机概况(GMP)的想法。该项目是有风险的,因为GMP可能不存在,也不重要。该项目是值得的,因为如果确实GMP调解了严肃游戏的影响,那么对游戏设计以及如何引入严肃的游戏以提高其有效性有无数的影响。拟议的第1阶段探索性研究寻求1.)阐明,探索和收集有关游戏动机构建(GMP)作为个体特征的构建的规范数据,2。)发现个人是否玩特定游戏的方式与GMP一致,3。)研究在GMP何时在游戏中不可用的游戏风格和享受,该游戏在游戏中不可用。拟议的第2阶段研究是检查GMP和认真游戏的“如此”的第一步。研究人员将研究学习游戏和大脑游戏的预期成果(例如,学习和脑训练)如何在玩家的GMP(因此,他们的首选游戏模式)中会影响或没有。第二阶段实验将测试操纵监管拟合的功效(引入或与游戏不一致的任务目标)来改善大脑游戏和学习游戏的预期结果。了解GMP对严重游戏预期结果的影响有望为严肃的游戏设计提供信息,并为认真游戏提供更好的观众。基于游戏数量和质量的性别差异,GMP将因性别,年龄和其他人口统计而有所不同,这对更普遍的严肃游戏设计的影响是合理的。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
数据更新时间:{{ journalArticles.updateTime }}
{{
item.title }}
{{ item.translation_title }}
- DOI:
{{ item.doi }} - 发表时间:
{{ item.publish_year }} - 期刊:
- 影响因子:{{ item.factor }}
- 作者:
{{ item.authors }} - 通讯作者:
{{ item.author }}
数据更新时间:{{ journalArticles.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ monograph.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ sciAawards.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ conferencePapers.updateTime }}
{{ item.title }}
- 作者:
{{ item.author }}
数据更新时间:{{ patent.updateTime }}
Brian Magerko其他文献
The Game as a Classroom: Understanding Players’ Goals and Attributions from a Learning Perspective
游戏作为课堂:从学习的角度理解玩家的目标和归因
- DOI:
- 发表时间:
2020 - 期刊:
- 影响因子:0
- 作者:
William Martin;Brian Magerko - 通讯作者:
Brian Magerko
An interactive, graphical coding environment for EarSketch online using Blockly and Web Audio API
使用 Blockly 和 Web Audio API 的在线 EarSketch 交互式图形编码环境
- DOI:
10.1109/vlhcc.2018.8506483 - 发表时间:
2016 - 期刊:
- 影响因子:0
- 作者:
A. Mahadevan;Jason Freeman;Brian Magerko - 通讯作者:
Brian Magerko
Affordance-based Generation of Pretend Object Interaction Variants For Human-Computer Improvisational Theater
基于可供性的人机即兴戏剧假装对象交互变体的生成
- DOI:
- 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Mikhail Jacob;Prabhav Chawla;L. Douglas;Ziming He;Jason Lee;T. Sawant;Brian Magerko - 通讯作者:
Brian Magerko
Complementary Roles of Note-Oriented and Mixing-Oriented Software in Student Learning of Computer Science Plus Music
面向音符和面向混音的软件在学生计算机科学加音乐学习中的互补作用
- DOI:
- 发表时间:
2022 - 期刊:
- 影响因子:0
- 作者:
L. McCall;Jason Freeman;Tom Mcklin;Taneisha Lee;Michael Horn;Brian Magerko - 通讯作者:
Brian Magerko
EarSketch: A STEAM-Based Approach for Underrepresented Populations in High School Computer Science Education
EarSketch:针对高中计算机科学教育中代表性不足人群的基于 STEAM 的方法
- DOI:
10.1145/2886418 - 发表时间:
2016 - 期刊:
- 影响因子:0
- 作者:
Brian Magerko;Jason Freeman;Tom Mcklin;Mike Reilly;Elise Livingston;Scott McCoid;Andrea Crews - 通讯作者:
Andrea Crews
Brian Magerko的其他文献
{{
item.title }}
{{ item.translation_title }}
- DOI:
{{ item.doi }} - 发表时间:
{{ item.publish_year }} - 期刊:
- 影响因子:{{ item.factor }}
- 作者:
{{ item.authors }} - 通讯作者:
{{ item.author }}
{{ truncateString('Brian Magerko', 18)}}的其他基金
Collaborative Research: Engaging Blind and Visually Impaired Youth in Computer Science through Music Programming
合作研究:通过音乐编程让盲人和视障青少年参与计算机科学
- 批准号:
2300631 - 财政年份:2023
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
Fostering AI Literacy through Embodiment and Creativity across Informal Learning Spaces
通过非正式学习空间的体现和创造力培养人工智能素养
- 批准号:
2214463 - 财政年份:2022
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
Collaborative Research: Participatory Sensemaking with Embodied Co-Creative Agents
协作研究:通过具体的共同创意代理进行参与式意义建构
- 批准号:
2123597 - 财政年份:2021
- 资助金额:
$ 12.7万 - 项目类别:
Continuing Grant
Collaborative Research: Engaging High School Students in Computer Science with Co-Creative Learning Companions
合作研究:让高中生与共同创造的学习伙伴一起学习计算机科学
- 批准号:
1814083 - 财政年份:2018
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
Artificial Intelligence in Interactive Digital Entertainment 2017: Travel Support for the Doctoral Mentoring Program and the Playable Experiences Track
2017 年交互式数字娱乐中的人工智能:博士生导师计划和可玩体验轨道的旅行支持
- 批准号:
1747455 - 财政年份:2017
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
Collaborative Research: Mixing Learning Experiences for Computer Programming Across Museums, Classrooms, and the Home Using Computational Music
协作研究:使用计算音乐在博物馆、教室和家庭中混合计算机编程的学习体验
- 批准号:
1612644 - 财政年份:2016
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
HCC: Small: Social Agents and Robots for Open-Ended Domains
HCC:小型:开放领域的社交代理和机器人
- 批准号:
1320520 - 财政年份:2013
- 资助金额:
$ 12.7万 - 项目类别:
Continuing Grant
Type I: Engaging African Americans in Computing through the Collaborative Creation of Musical Remixes
第一类:通过音乐混音的协作创作让非裔美国人参与计算
- 批准号:
1138469 - 财政年份:2011
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
MAJOR: Collaborative Research: Modeling Creative and Emotive Improvisation in Theatre Performance
专业:合作研究:戏剧表演中创造性和情感即兴创作的建模
- 批准号:
0757567 - 财政年份:2008
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
相似国自然基金
数智背景下的团队人力资本层级结构类型、团队协作过程与团队效能结果之间关系的研究
- 批准号:72372084
- 批准年份:2023
- 资助金额:40 万元
- 项目类别:面上项目
在线医疗团队协作模式与绩效提升策略研究
- 批准号:72371111
- 批准年份:2023
- 资助金额:41 万元
- 项目类别:面上项目
面向人机接触式协同作业的协作机器人交互控制方法研究
- 批准号:62373044
- 批准年份:2023
- 资助金额:50 万元
- 项目类别:面上项目
基于数字孪生的颅颌面人机协作智能手术机器人关键技术研究
- 批准号:82372548
- 批准年份:2023
- 资助金额:49 万元
- 项目类别:面上项目
A-型结晶抗性淀粉调控肠道细菌协作产丁酸机制研究
- 批准号:32302064
- 批准年份:2023
- 资助金额:30 万元
- 项目类别:青年科学基金项目
相似海外基金
Collaborative Research: EAGER: IMPRESS-U: Groundwater Resilience Assessment through iNtegrated Data Exploration for Ukraine (GRANDE-U)
合作研究:EAGER:IMPRESS-U:通过乌克兰综合数据探索进行地下水恢复力评估 (GRANDE-U)
- 批准号:
2409395 - 财政年份:2024
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
EAGER/Collaborative Research: An LLM-Powered Framework for G-Code Comprehension and Retrieval
EAGER/协作研究:LLM 支持的 G 代码理解和检索框架
- 批准号:
2347624 - 财政年份:2024
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
EAGER/Collaborative Research: Revealing the Physical Mechanisms Underlying the Extraordinary Stability of Flying Insects
EAGER/合作研究:揭示飞行昆虫非凡稳定性的物理机制
- 批准号:
2344215 - 财政年份:2024
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
Collaborative Research: EAGER: Designing Nanomaterials to Reveal the Mechanism of Single Nanoparticle Photoemission Intermittency
合作研究:EAGER:设计纳米材料揭示单纳米粒子光电发射间歇性机制
- 批准号:
2345581 - 财政年份:2024
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant
Collaborative Research: EAGER: Designing Nanomaterials to Reveal the Mechanism of Single Nanoparticle Photoemission Intermittency
合作研究:EAGER:设计纳米材料揭示单纳米粒子光电发射间歇性机制
- 批准号:
2345582 - 财政年份:2024
- 资助金额:
$ 12.7万 - 项目类别:
Standard Grant