<rdf:RDF xmlns:community="http://www.bibsonomy.org/ontologies/2008/05/community#" xmlns:foaf="http://xmlns.com/foaf/0.1/" xmlns:owl="http://www.w3.org/2002/07/owl#" xmlns:admin="http://webns.net/mvcb/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:syn="http://purl.org/rss/1.0/modules/syndication/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" xmlns:cc="http://web.resource.org/cc/" xmlns:xsd="http://www.w3.org/2001/XMLSchema#" xmlns:swrc="http://swrc.ontoware.org/ontology#" xmlns:rdfs="http://www.w3.org/2000/01/rdf-schema#" xmlns="http://purl.org/rss/1.0/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xml:base="http://www.bibsonomy.org/user/yish/game"><owl:Ontology rdf:about=""><rdfs:comment>BibSonomy publications for /user/yish/game</rdfs:comment><owl:imports rdf:resource="http://swrc.ontoware.org/ontology/portal"/></owl:Ontology><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2bf00910c75560b27780504a47670a607/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2bf00910c75560b27780504a47670a607/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#MasterThesis"/><owl:sameAs rdf:resource="http://ntnu.diva-portal.org/smash/record.jsf?pid=diva2:441760"/><swrc:date>Mon Oct 17 15:57:24 CEST 2011</swrc:date><swrc:institution><swrc:Organization swrc:name="Norwegian University of Science and Technology, Department of Computer and Information Science"/></swrc:institution><swrc:pages>91</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Institutt for datateknikk og informasjonsvitenskap"/></swrc:publisher><swrc:title>Game Mechanic based E-Learning : A case study</swrc:title><swrc:year>2011</swrc:year><swrc:keywords>design elearning game gamification learning </swrc:keywords><swrc:abstract>This thesis presents a case study of Game Mechanic based E-Learning. This is put
forward as a new approach to E-Learning that tries to mimic games to harness some of
their motivational properties. A prototype system was developed as a web application,
using an Agile and Lean development approach. The system was evaluated with a
class at the Norwegian University of Science and Technology. This was done to give an
indication of the system’s ability to make work with exercises more engaging and fun. To
give context in this thesis, the growing trend of Gamification is unveiled and explained
in detail.
The major technological delivery posited by this thesis was the prototype, implemented
as a web application (dynamic webpage). The major research acheivement was evaluating
respondents perception of the system. It was discovered that the chosen Game
Mechanic was indeed considered to make work with exercises more engaging, although
this effect was marginal. The evaluation was also used to arrive at a general definition
for games. This definition can be used to distinguish Game Mechanics based systems
from games. It also serves as a much needed guide to designing games and non-game
systems that tries to acheive similar motivational benefits as games.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Magne Matre Gåsland"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/219067cc61091509b3d2e81fd230a2330/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/219067cc61091509b3d2e81fd230a2330/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf"/><swrc:date>Fri May 20 17:28:14 CEST 2011</swrc:date><swrc:journal>Academic Exchange Quarterly</swrc:journal><swrc:number>2</swrc:number><swrc:pages>2</swrc:pages><swrc:title>Gamification in Education: What, How, Why Bother?</swrc:title><swrc:volume>15</swrc:volume><swrc:year>2011</swrc:year><swrc:keywords>design education game gamification gee haifa-games-course learning principles </swrc:keywords><swrc:abstract>Today&#039;s schools face major problems around student motivation and engagement. Gamification, or the 
incorporation of game elements into non-game settings, provides an opportunity to help schools solve these 
difficult problems. However, if gamification is to be of use to schools, we must better understand what 
gamification is, how it functions, and why it might be useful. This article addresses all three questions – what, 
how, and why bother? – while exploring both the potential benefits and pitfalls of gamification.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Joey J Lee"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Jessica Hammer"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2f51da30c8ed54133a9b5cae234fa1d8a/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2f51da30c8ed54133a9b5cae234fa1d8a/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://archive.futurelab.org.uk/resources/documents/external_publications/JCAL_Savannah_paper.pdf"/><swrc:date>Sun Mar 20 11:19:39 CET 2011</swrc:date><swrc:journal>Journal of Computer Assisted Learning</swrc:journal><swrc:number>6</swrc:number><swrc:pages>399--409</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Wiley Online Library"/></swrc:publisher><swrc:title>Savannah: mobile gaming and learning?</swrc:title><swrc:volume>20</swrc:volume><swrc:year>2004</swrc:year><swrc:keywords>augmented design ecology futurelab game haifa-games-course haifa-mlearning learning mixed mobile reality </swrc:keywords><swrc:abstract>This paper reports a study that attempts to explore how using mobile technologies in direct
physical interaction with space and with other players can be combined with principles of
engagement and self-motivation to create a powerful and engaging learning experience. We
developed a mobile gaming experience designed to encourage the development of children’s
conceptual understanding of animal behaviour. Ten children (ﬁve boys and ﬁve girls) aged
between 11 and 12 years played and explored the game. The ﬁndings from this study offer
interesting insights into the extent to which mobile gaming might be employed as a tool for
supporting learning. It also highlights a number of major challenges that this format raises
for the organisation of learning within schools and the design of such resources.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="1365-2729" swrc:key="issn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="K. Facer"/></rdf:_1><rdf:_2><swrc:Person swrc:name="R. Joiner"/></rdf:_2><rdf:_3><swrc:Person swrc:name="D. Stanton"/></rdf:_3><rdf:_4><swrc:Person swrc:name="J. Reid"/></rdf:_4><rdf:_5><swrc:Person swrc:name="R. Hull"/></rdf:_5><rdf:_6><swrc:Person swrc:name="D. Kirk"/></rdf:_6></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2593f6faa9a62b370b846c2eb86d26a59/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2593f6faa9a62b370b846c2eb86d26a59/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://llt.msu.edu/vol8num2/pdf/warner.pdf"/><swrc:date>Tue Mar 15 21:54:04 CET 2011</swrc:date><swrc:journal>Language, Learning &amp; Technology</swrc:journal><swrc:number>2</swrc:number><swrc:pages>69-87</swrc:pages><swrc:title>It&#039;s Just a Game, Right? Types of Play in Foreign Language CMC.</swrc:title><swrc:volume>8</swrc:volume><swrc:year>2004</swrc:year><swrc:keywords>MOO foreign game german haifa-games-course language learning online play </swrc:keywords><swrc:abstract>This study focuses on the various playful uses of language that occurred during a semester-long
study of two German language courses using one type of synchronous network-based medium,
the MOO. Research and use of synchronous computer-mediated communication (CMC) have
flourished in the study of second-language acquisition (SLA) since the late 1990s; however, the
primary focus has been on the potential benefits of using CMC to increase the amount of
communication (Beauvois, 1997; Kern, 1995; Warschauer, 1997), motivate students (Beauvois,
1997; Kern, 1995; Warschauer, 1997) and foster the exchange of ideas (Beauvois, 1997; Kern,
1995; von der Emde, Schneider, &amp; Kötter, 2001; Warschauer, 1997). Only more recently has
research within SLA begun to investigate the types of communication that occur online.
1
 An
analysis of the transcripts from a second-semester German course and an upper-level German
communication course reveal that a large portion of the language use online cannot be described
using standard referential definitions of communication, but rather is playful in nature. Using
research from SLA and theories on social interaction, this article investigates the different types
of play that occurred within the online discussions and the possible implications of the presence
of play in online discourse.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Chantelle N. Warner"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2794e4d6156dc9aed3fd3ebd22f7aaa0a/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2794e4d6156dc9aed3fd3ebd22f7aaa0a/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.bcs.rochester.edu/people/daphne/VisionPDF/LiPolat2009.pdf"/><swrc:date>Sun Dec 05 19:58:19 CET 2010</swrc:date><swrc:journal>Nature Neuroscience</swrc:journal><swrc:number>5</swrc:number><swrc:pages>549-551</swrc:pages><swrc:publisher><swrc:Organization swrc:name="Nature Publishing Group"/></swrc:publisher><swrc:title>Enhancing the contrast sensitivity function through action video game training</swrc:title><swrc:volume>12</swrc:volume><swrc:year>2009</swrc:year><swrc:keywords>action cognition game games haifa-games-course improvement learning performance video visual </swrc:keywords><swrc:abstract>The contrast sensitivity function (CSF) is routinely assessed in
clinical evaluation of vision and is the primary limiting factor in
how well one sees. CSF improvements are typically brought
about by correction of the optics of the eye with eyeglasses,
contact lenses or surgery. We found that the very act of action
video game playing also enhanced contrast sensitivity,
providing a complementary route to eyesight improvement.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="1097-6256" swrc:key="issn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Renjie Li"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Uri Polat"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Walter Makous"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Daphne Bavelier"/></rdf:_4></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/25b452efb303fed58596683b3dafb0c28/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/25b452efb303fed58596683b3dafb0c28/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://vision.psych.umn.edu/users/csgreen/Publications/csg_currentbio_10.pdf"/><swrc:date>Sun Dec 05 19:52:25 CET 2010</swrc:date><swrc:journal>Current Biology</swrc:journal><swrc:pages>1573-1579</swrc:pages><swrc:title>Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games</swrc:title><swrc:volume>20</swrc:volume><swrc:year>2010</swrc:year><swrc:keywords>action brain education game games haifa-games-course learning neurocognition video </swrc:keywords><swrc:abstract>Action video game play beneﬁts performance in an array of
sensory, perceptual, and attentional tasks that go well
beyond the speciﬁcs of game play [1–9]. That a training
regimen may induce improvements in so many different
skills is notable because the majority of studies on traininginduced learning report improvements on the trained task
but limited transfer to other, even closely related, tasks
([10], but see also [11–13]). Here we ask whether improved
probabilistic inference may explain such broad transfer. By
using a visual perceptual decision making task [14, 15], the
present study shows for the ﬁrst time that action video
game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how
changing a single parameter, namely the strength of the
connections between the neural layer providing themomentary evidence and the layer integrating the evidence over
time, captures improvements in action-gamers behavior.
These resultswere established in a visual, but also in a novel
auditory, task, indicating generalization across modalities.
Thus, improved probabilistic inference provides a general
mechanism for why action video game playing enhances
performance in awide variety of tasks. In addition, thismechanism may serve as a signature of training regimens that are
likely to produce transfer of learning.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="C. Shawn Green"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Alexandre Pouget"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Daphne Bavelier"/></rdf:_3></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/23fb7a26d6ffee8713018e545c44aea0d/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/23fb7a26d6ffee8713018e545c44aea0d/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Misc"/><owl:sameAs rdf:resource="http://media.seriousgames.dk/downloads/learning_effects_palestine.pdf"/><swrc:date>Mon Oct 04 18:15:57 CEST 2010</swrc:date><swrc:booktitle>Conference Proceedings Media@Terra, Athens</swrc:booktitle><swrc:title>The learning effect of Global Conflicts: Palestine</swrc:title><swrc:year>2006</swrc:year><swrc:keywords>Palestine design education game games haifa-games-course learning serious </swrc:keywords><swrc:abstract>Few  field  studies have examined  students’ using of educational 
computer game  titles  in high school. This paper presents results 
from  a  research  project  in  two  Danish  high  schools  with  51 
students  aged  16-20  using  a  playable  prototype.  The  research 
project  evolves  around  the  development  of  the  prototype 
“Global  Conflicts:  Palestine”  an  educational  computer  game 
about  the  Israeli-Palestinian  conflict. Drawing on an evaluation 
survey that was administered at the end of an experimental game 
course,  we  examined  how  the  students  used  a  computer  game 
developed for teaching a subject in history</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Tasha Buch"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Simon Egenfeldt-Nielsen"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2a4f8e006378eba91421e804076b3180d/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2a4f8e006378eba91421e804076b3180d/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.editlib.org/p/24374 "/><swrc:date>Fri Sep 24 12:57:21 CEST 2010</swrc:date><swrc:address>Chesapeake, VA </swrc:address><swrc:journal>Journal of Educational Multimedia and Hypermedia </swrc:journal><swrc:month> July </swrc:month><swrc:number>3 </swrc:number><swrc:pages>301-322 </swrc:pages><swrc:publisher><swrc:Organization swrc:name="AACE "/></swrc:publisher><swrc:title>Gaming literacies: A game design study in action </swrc:title><swrc:volume>16 </swrc:volume><swrc:year> 2007 </swrc:year><swrc:keywords>Assessment Children Creativity Games Literacy design education game gamestar gaming haifa-games-course learning mechanic </swrc:keywords><swrc:abstract>Educators and education advocates have recently acknowledged that the ability to think systemically is one of the necessary skills for success in the 21st century. Game-making is especially well-suited to encouraging meta-level reflection on the skills and processes that designer-players use in building such systems. Membership in a community of game producers means sharing thoughts and experiences with fellow players. This ability to gain fluency in specialist language and to translate thinking and talking about games into making and critiquing them (and vice versa) suggests that games not only teach literacy skills but support their ongoing use. Rather than imagining that education can be transformed by bringing games into the classroom, researchers should consider not only the effects of the thinking engendered by those who play, but also by those who design the play. This paper offers an overview of the pedagogy and development process of Gamestar Mechanic, an RPG-style online game designed to teach players the fundamentals of game design. It will discuss some of the early results of the project, with an emphasis on the conceptual framework guiding the work, as well as the kinds of literacies and knowledge structures it is intended to support.</swrc:abstract><swrc:hasExtraField><swrc:Field swrc:value="1055-8896" swrc:key="issn"/></swrc:hasExtraField><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Katie Salen"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/21a21ee92eb986d28a16a0bf43810630b/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/21a21ee92eb986d28a16a0bf43810630b/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Book"/><owl:sameAs rdf:resource="http://books.google.co.uk/books?id=he9hdsjn3QcC"/><swrc:date>Fri Sep 24 01:07:01 CEST 2010</swrc:date><swrc:publisher><swrc:Organization swrc:name="Harvard University Press"/></swrc:publisher><swrc:title>The ambiguity of play</swrc:title><swrc:year>2001</swrc:year><swrc:keywords>game games haifa-games-course learning philosophy play theory </swrc:keywords><swrc:abstract>Every child knows what it means to play, but the rest of us can merely speculate. Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.

Sutton-Smith focuses on play theories rooted in seven distinct &#034;rhetorics&#034;--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse&#039;s &#034;objective&#034; theory.

This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for &#034;natural&#034; selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Brian Sutton-Smith"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/27312cff83fe2738dbcdcaef8bc25ac0a/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/27312cff83fe2738dbcdcaef8bc25ac0a/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Book"/><owl:sameAs rdf:resource="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=10331"/><swrc:date>Fri Sep 24 00:32:42 CEST 2010</swrc:date><swrc:publisher><swrc:Organization swrc:name="The MIT Press"/></swrc:publisher><swrc:title>Handbook of computer game studies</swrc:title><swrc:year>2005</swrc:year><swrc:keywords>computer design game games gamesresearch haifa-games-course handbook learning theory </swrc:keywords><swrc:abstract>New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others.

Part I considers the &#034;prehistory&#034; of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer&#039;s point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Joost Raessens"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Jeffrey Goldstein"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2c69bd0a980c4da5f2c8bf6a129d1d3d0/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2c69bd0a980c4da5f2c8bf6a129d1d3d0/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InProceedings"/><owl:sameAs rdf:resource="http://www.digra.org:8080/Plone/dl/db/09287.19018.pdf"/><swrc:date>Thu Sep 23 16:20:10 CEST 2010</swrc:date><swrc:booktitle>Proceedings of DiGRA 2009</swrc:booktitle><swrc:title>Peer Puppeteers: Alternate Reality Gaming in Primary School Settings</swrc:title><swrc:year>2009</swrc:year><swrc:keywords>ARG alternate design education game games haifa-games-course learning primary reality </swrc:keywords><swrc:abstract>Whilst there has been considerable research into the
potential uses of digital games in the classroom, there has
been less investigation into the educational value of
Alternate Reality Games (ARGs). Unlike console or
computer games, in ARGs the game-world is constructed
through a combination of on- and off-screen media, and is
created and shaped through dynamic dialogue between the
designers and players. To create and play an ARG, children
are not required to develop programming skills or negotiate
gaming software. Instead the players and designers of
ARGs create the game elements through the creative and
inventive use of ubiquitous communication technologies
and artifacts. In this paper I will be reporting on a crosscurricular multi-media literacy project undertaken in a large
South London Primary School over two years, which
represents one element of my ongoing research into the
potential of Alternate Reality Gaming in Primary
Education. In this, the children collaborated with the
teacher to design and play an ARG with and for their peers.
This research demonstrates that ARGs represent an
innovative means for children to explore and develop their
understanding and experiences of learning and literacy
practices across media. In this project, the students made
good use of their existing knowledge of games and the
affordances of various media and narrative conventions.
Through the active production of ARGs, they explored the
relationships between these forms, in new ways.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Angela Colvert"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/25d0f4e1760bb6b76ae81d51676f998f5/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/25d0f4e1760bb6b76ae81d51676f998f5/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InCollection"/><owl:sameAs rdf:resource="https://www.sensepublishers.com/product_info.php?products_id=975&amp;osCsid=47eccec71d0ab4426480545140da3cba"/><swrc:date>Thu Sep 23 12:49:33 CEST 2010</swrc:date><swrc:address>Rotterdam</swrc:address><swrc:booktitle>Science Education as a Pathway to Teaching Language Literacy</swrc:booktitle><swrc:note>https://www.sensepublishers.com/files/9789460911316PR.pdf</swrc:note><swrc:pages>18 - 22</swrc:pages><swrc:publisher><swrc:Organization swrc:name="sense publishers"/></swrc:publisher><swrc:title>Play and the Real World: A Response to Katherine Richardson Bruna’s 
Commentary</swrc:title><swrc:year>2010</swrc:year><swrc:keywords>education game games haifa-games-course learning play portal theory </swrc:keywords><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="James Paul Gee"/></rdf:_1></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Alberto J. Rodriguez"/></rdf:_1></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/232230458d1988e37f3cb8980767d50d6/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/232230458d1988e37f3cb8980767d50d6/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InCollection"/><owl:sameAs rdf:resource="https://www.sensepublishers.com/product_info.php?products_id=975&amp;osCsid=47eccec71d0ab4426480545140da3cba"/><swrc:date>Thu Sep 23 12:49:07 CEST 2010</swrc:date><swrc:address>Rotterdam</swrc:address><swrc:booktitle>Science Education as a Pathway to Teaching Language Literacy</swrc:booktitle><swrc:note>https://www.sensepublishers.com/files/9789460911316PR.pdf</swrc:note><swrc:pages>14 - 17</swrc:pages><swrc:publisher><swrc:Organization swrc:name="sense publishers"/></swrc:publisher><swrc:title>Commentary on Gee’s Science, Literacy, and Video Games: Situated Learning</swrc:title><swrc:year>2010</swrc:year><swrc:keywords>education game games haifa-games-course learning play portal theory </swrc:keywords><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Katherine Richardson Bruna"/></rdf:_1></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Alberto J. Rodriguez"/></rdf:_1></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2e3003383cf04cc0b5ecfe7be81c30871/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2e3003383cf04cc0b5ecfe7be81c30871/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InCollection"/><owl:sameAs rdf:resource="https://www.sensepublishers.com/product_info.php?products_id=975&amp;osCsid=47eccec71d0ab4426480545140da3cba"/><swrc:date>Thu Sep 23 12:49:07 CEST 2010</swrc:date><swrc:address>Rotterdam</swrc:address><swrc:booktitle>Science Education as a Pathway to Teaching Language Literacy</swrc:booktitle><swrc:note>https://www.sensepublishers.com/files/9789460911316PR.pdf</swrc:note><swrc:pages>1-13</swrc:pages><swrc:publisher><swrc:Organization swrc:name="sense publishers"/></swrc:publisher><swrc:title>Science, Literacy, and Video Games: Situated Learning</swrc:title><swrc:year>2010</swrc:year><swrc:keywords>education game games haifa-games-course learning play portal theory </swrc:keywords><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="James Paul Gee"/></rdf:_1></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Alberto J. Rodriguez"/></rdf:_1></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2584096e75985f7490f9d38ad933ed29b/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2584096e75985f7490f9d38ad933ed29b/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InCollection"/><owl:sameAs rdf:resource="http://www.electronicbookreview.com/thread/firstperson/Boalian"/><swrc:date>Tue Sep 21 18:04:52 CEST 2010</swrc:date><swrc:address>Boston</swrc:address><swrc:journal>First person: New media as story, performance, and game</swrc:journal><swrc:pages>85-94</swrc:pages><swrc:publisher><swrc:Organization swrc:name="MIT Press"/></swrc:publisher><swrc:title>Videogames of the oppressed: Critical thinking, education, tolerance, and other trivial issues</swrc:title><swrc:year>2004</swrc:year><swrc:keywords>Boal Freire design education game games haifa-games-course learning oppressed theory </swrc:keywords><swrc:abstract>Is it possible to design videogames that deal with social and political issues? Could videogames be used as a tool for encouraging critical thinking? Do videogames offer an alternative way of understanding reality? Although videogames are now about three decades old, these questions remain unanswered. It seems that even if the medium has reached incredible popularity, it is still far away from becoming a mature communication form that could deal with such things as human relationships, or political and social issues. Or maybe it can never become such thing. After all, as many may say, these are simply games and games have been considered trivial entertainment for ages. Nevertheless, I claim that videogames could indeed deal with human relationships and social issues, while encouraging critical thinking. In this essay, I explore the possibilities of non-Aristotelian game design, mainly based on the work of drama theorist Augusto Boal.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Gonzalo Frasca"/></rdf:_1></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="Noah Wardrip-Fruin"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Pat Harrigan"/></rdf:_2></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/26d82ff7f6c5602261c67d68b1a4aa686/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/26d82ff7f6c5602261c67d68b1a4aa686/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.psychology.iastate.edu/faculty/caa/abstracts/2010-2014/10BRA.pdf"/><swrc:date>Tue Sep 21 15:00:45 CEST 2010</swrc:date><swrc:journal>Psychological bulletin</swrc:journal><swrc:number>2</swrc:number><swrc:pages>182-187</swrc:pages><swrc:publisher><swrc:Organization swrc:name="American Psychological Association"/></swrc:publisher><swrc:title>Much Ado About Something: Violent Video Game Effects and a School of Red Herring: Reply to Ferguson and Kilburn (2010)</swrc:title><swrc:volume>136</swrc:volume><swrc:year>2010</swrc:year><swrc:keywords>education game games haifa-games-course learning video vio violence </swrc:keywords><swrc:abstract>In this article we reply to C. J. Ferguson and J. Kilburn’s (2010) critique of our meta-analysis on violent
video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and
statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are
simply wrong. One should not systematically exclude unpublished studies from meta-analytic reviews.
There is no evidence of publication or selection bias in our data. We did not purposely exclude certain
studies; we included all studies that met our inclusion criteria. Although C. J. Ferguson and J. Kilburn
believe that the effects we obtained are trivial in size, they are larger than many effects that are deemed
sufficiently large to warrant action in medical and violence domains. The claim that we (and other media
violence scholars) are attempting to create a false crisis is a red herring.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Brad J. Bushman"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Hannah R. Rothstein"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Craig A. Anderson"/></rdf:_3></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/213b3868938184311822df2f70f8d6c6f/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/213b3868938184311822df2f70f8d6c6f/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://pss.sagepub.com/content/12/5/353.abstract"/><swrc:date>Tue Sep 21 14:54:29 CEST 2010</swrc:date><swrc:journal>Psychological science</swrc:journal><swrc:number>5</swrc:number><swrc:pages>353-359</swrc:pages><swrc:publisher><swrc:Organization swrc:name="SAGE Publications"/></swrc:publisher><swrc:title>Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature</swrc:title><swrc:volume>12</swrc:volume><swrc:year>2001</swrc:year><swrc:keywords>aggression education game games haifa-games-course learning video violence </swrc:keywords><swrc:abstract>Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Craig A. Anderson"/></rdf:_1><rdf:_2><swrc:Person swrc:name=" and Brad J. Bushman"/></rdf:_2></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/21757631c20fe356ee5d34dad5d3f1b49/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/21757631c20fe356ee5d34dad5d3f1b49/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf"/><swrc:date>Tue Sep 21 14:52:26 CEST 2010</swrc:date><swrc:journal>Psychological bulletin</swrc:journal><swrc:number>2</swrc:number><swrc:pages>151-173</swrc:pages><swrc:publisher><swrc:Organization swrc:name="American Psychological Association (PsycARTICLES)"/></swrc:publisher><swrc:title>Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review</swrc:title><swrc:volume>136</swrc:volume><swrc:year>2010</swrc:year><swrc:keywords>aggression education effects game games haifa-games-course learning video violence violent </swrc:keywords><swrc:abstract>Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior,
aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion
criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes
except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f)
sensitivity analyses. Social–cognitive models and cultural differences between Japan and Western countries
were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome
variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional,
longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video
games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and
for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design
effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no
evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to
be robust, with little evidence of selection (publication) bias.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Craig A. Anderson"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Akiko Shibuya"/></rdf:_2><rdf:_3><swrc:Person swrc:name="Nobuko Ihori"/></rdf:_3><rdf:_4><swrc:Person swrc:name="Edward L. Swing"/></rdf:_4><rdf:_5><swrc:Person swrc:name="Brad J. Bushman"/></rdf:_5><rdf:_6><swrc:Person swrc:name="Akira Sakamoto"/></rdf:_6><rdf:_7><swrc:Person swrc:name="Hannah R. Rothstein"/></rdf:_7><rdf:_8><swrc:Person swrc:name="Muniba Saleem"/></rdf:_8></rdf:Seq></swrc:author></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/2c2f4be7f7cc34ca96c2bbc6969fe20e4/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/2c2f4be7f7cc34ca96c2bbc6969fe20e4/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#InCollection"/><owl:sameAs rdf:resource="http://website.education.wisc.edu/kdsquire/tenure-files/05-durga-squire-Final.pdf"/><swrc:date>Wed Sep 15 16:00:10 CEST 2010</swrc:date><swrc:address>Hershey, PA</swrc:address><swrc:booktitle>The handbook of educational gaming</swrc:booktitle><swrc:publisher><swrc:Organization swrc:name="Information Science Reference"/></swrc:publisher><swrc:title>Productive gaming: The case for historiographic game play</swrc:title><swrc:year>2008</swrc:year><swrc:keywords>civilization education game haifa-games-course history learning strategy </swrc:keywords><swrc:abstract>Recent years have witnessed unforeseen leaps in technology, which many have argued are 
ushering in a new media paradigm (Games, Learning, and Society, 2005/2007). Video games are 
an excellent site to examine in order to understand this new medium, because games are natively 
digital. Video games are emblematic of the current popular culture we live in that has a 
distinctive zeitgeist. Examining games, we see three overriding themes that demarcate the 
modern media landscape:Video games are built around a logic of simulation, one that is about 
possible worlds, rather than inspiring oratory, coherent linear arguments, or purely visual 
imagery. Games are worlds we explore, and learn within, through interaction and performance. 
Video games are participatory, in that players have the opportunity to shape the medium itself 
through (a) production within game worlds (many of which are filmed and published on the 
Internet), (b) production with game tools (such as modding), and (c) gaining membership in 
affinity groups, such as gaming clans, guilds, clubs, and so on, to support one’s gaming. Video 
games provide an aesthetic experience. Video games offer us opportunities to do new things and 
take on identities that are unavailable in the real world. As Galarneau writes, their potential 
impact in education may be best thought of as producing transformative experience (Galarneau, 
2005 GLS Proc.).  
 
A mature theory of game-based learning, we argue, will take into account the underlying 
principles by which they work as learning environments “naturalistically”, or “in the wild,” to 
borrow Hutchins’s (Hutchins, 1995) term.  Modern video games, with their myriad of toolkits for 
modding and interface editing, have increasingly evolved from being compelling mediums that 
merely engage users passively into spaces (and communities) that empower users to willfully 
create and disseminate content (Jenkins &amp; Squire 2003; Steinkuehler &amp; Johnson, this volume). 
As such, video games are not only a pervasive popular culture media, but also form some of the 
central discourses around 21
st
 century pedagogical practices and what it means to teach or learn 
in a globalized future. The growing body of literature around video games and learning suggests 
that games are powerful models for teaching and can potentially affect how people can and ought 
to learn in the ever-changing landscape of knowledge (Shaffer &amp; Gee, 2006,). A key challenge 
that remains for educators is how to produce pedagogical models that leverage the strengths of 
the medium, yet meet educationally valued goals. Restated, we know that players learn through 
participation in MMOs such as World of Warcraft (Steinkuehler, 2005, Nardi et.al, forthcoming 
Proc., Galarneau 2006), and that educational interventions that use game technologies (such as 
networked 3D worlds) can be effective, but how might we harness the simulation, participatory, 
and aesthetic dimensions of games for intentional learning?  
 
This paper will examine the potential of video games as a learning tool given their productive 
capacity for content creation and dissemination. Using the Civilization III game engine (a turnbased historical simulation-strategy game), it explores whether a group of disadvantaged kids 
playing a series of historically themed scenarios can become the kind of “producers” of media 
and knowledge described by Squire and Giovanetto (in press). It seeks to build on the 
participatory nature of gaming communities (most often virtual) which function for many players 
as “third spaces” – spaces that emerge out of coherent and shared history of information and tend 
to perpetuate game practices beyond virtual game worlds and foster social interactions beyond homes and workplaces (Steinkuehler &amp; Williams, 2006). As of this writing, our community is 
primarily face-to-face, although we are exploring ways to extend the community into virtual 
spaces as well.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Kurt D. Squire"/></rdf:_1><rdf:_2><swrc:Person swrc:name="Shree Durga"/></rdf:_2></rdf:Seq></swrc:author><swrc:editor><rdf:Seq><rdf:_1><swrc:Person swrc:name="R. Ferdig"/></rdf:_1></rdf:Seq></swrc:editor></rdf:Description><rdf:Description rdf:about="http://www.bibsonomy.org/bibtex/231482ca26ecf1fb46bf94e8f8575370c/yish"><owl:sameAs rdf:resource="http://www.bibsonomy.org/uri/bibtex/231482ca26ecf1fb46bf94e8f8575370c/yish"/><rdf:type rdf:resource="http://swrc.ontoware.org/ontology#Article"/><owl:sameAs rdf:resource="http://innovateonline.info/pdf/vol1_issue6/Changing_the_Game-__What_Happens_When_Video_Games_Enter_the_Classroom_.pdf"/><swrc:date>Tue Sep 14 16:24:40 CEST 2010</swrc:date><swrc:journal>Innovate: journal of online education</swrc:journal><swrc:number>6</swrc:number><swrc:title>Changing the game: What happens when video games enter the classroom</swrc:title><swrc:volume>1</swrc:volume><swrc:year>2005</swrc:year><swrc:keywords>civilization game games haifa-games-course learning stratagy video </swrc:keywords><swrc:abstract>Kurt Squire criticizes the current organization of schools based on his experiences using 
Civilization III in a high school history classroom. Squire&#039;s case study reveals that Civilization 
III appeals particularly to those students for whom a traditional education is simply not working. 
Students who do well in the classroom, however, are more reluctant to view gaming as a 
legitimate learning tool and experience much more frustration when playing the game. Squire 
looks to the hierarchical organization of the classroom as the reason behind this perhaps 
suprising result. He outlines the benefits of and obstacles to widespread game implementation, 
pointing out the failures of the traditional secondary curriculum and detailing improvements that 
would organize school culture around learning rather than social control.</swrc:abstract><swrc:author><rdf:Seq><rdf:_1><swrc:Person swrc:name="Kurt Squire"/></rdf:_1></rdf:Seq></swrc:author></rdf:Description></rdf:RDF>
