严肃游戏
此条目需要扩充。 (2018年3月1日) |
此条目论述以部分区域为主,未必有普世通用的观点。 |
严肃游戏(serious game)或功能游戏(applied game)是一种设计上的主要目的非纯粹是娱乐的游戏。[1]这个“严肃”通常指用于防卫、教育、科学探索、医疗保健、应急管理、城市规划、工程、政治等行业的电子游戏。[2]这类游戏与模拟类游戏相似(如飞行模拟和医疗模拟),但更强调趣味与竞争性带来的教育价值。
历史
编辑至少从二十世纪以来,教育界就开始使用游戏。纸质教育游戏在20世纪60年代和70年代开始流行,但在“回归基础”教学运动中渐渐淡出。[3](回归基础教学运动是始于20世纪70年代的教学方式转变,当时学生在标准化考试中得分不足,而且学习太多选修课。这个运动希望把学生的注意力集中在阅读、写作和算术上,并加强课程。[4])
21世纪初期,多种类型的教育游戏出现激增,尤其是为那些年轻学习者所设计的游戏。这些游戏中有许多并非基于计算机,而是以其他形式呈现一些传统游戏系统的模型。1999年,LeapFrog Enterprises推出LeapPad,它是一本互动书与一个墨盒的组合,孩子们玩游戏时可以与纸质书籍互动。随着任天堂Game Boy等传统掌上游戏机的普及,他们还在2003年推出了名为Leapster的手持游戏系统。[5]
2018年2月24日,腾讯宣布今年起开始全面布局“功能游戏”,计划推出传统文化、前沿探索、理工锻炼、科学普及和亲子互动五大类功能游戏产品,将陆续对外发布[6][7]。
参见
编辑参考资料
编辑- ^ Djaouti, Damien. Classifying Serious Games: the G/P/S model (PDF). [26 June 2015]. (原始内容 (PDF)存档于2016-03-10).
- ^ Serious Games. [26 June 2015]. (原始内容存档于2016-06-03).
- ^ Rice, J. W. Assessing higher order thinking in video games (PDF). Journal of Technology and Teacher Education. 2007, 15 (1) [2018-03-01]. (原始内容存档 (PDF)于2016-06-03).
- ^ "Education Update"; Back To Basics; Dr. Carole G. Hankin and Randi T. Sachs; 2002
- ^ A. Druin. LeapFrog learning. Mobile Technology for Children: Designing for Interaction and Learning. Morgan Kaufmann. 2009: 171. ISBN 9780080954097.
- ^ “我们不一样” 腾讯要用“功能游戏”占领新高地-民生资讯-社会频道-中工网. [2018-03-01]. (原始内容存档于2020-02-23).
- ^ 腾讯公布《折扇》等五款功能游戏产品 包含传统文化等三个领域 - iDoNews. [2018-03-01]. (原始内容存档于2019-09-06).
拓展阅读
编辑- Abt, C. (1970). Serious Games. New York: The Viking Press.
- Aldrich, Clark. The Complete Guide to Simulations and Serious Games. Pfeiffer. 2009: 576. ISBN 0-470-46273-6.
- Anderson, E. F.; McLoughlin, L.; Liarokapis, F.; Peters, C.; Petridis, P.; de Freitas, S., Serious Games in Cultural Heritage, VAST-STAR, Short and Project Proceedings, 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (Eurographics VAST '09), Faculty of ICT, University of Malta: 29–48, 2009 [2018-03-01], (原始内容存档于2012-03-27)
- Baranowski, T; Buday, R; Thompson, DI; Baranowski, J. Playing for real: video games and stories for health-related behavior change. American Journal of Preventive Medicine. January 2008, 34 (1): 74–82. PMC 2189579 . PMID 18083454. doi:10.1016/j.amepre.2007.09.027.
- Digitalarti Mag #0. Serious Game (PDF). 2009: 24–25 [2018-03-01]. (原始内容 (PDF)存档于2011-07-10).
- Egenfeldt-Nielsen, Simon. The basic learning approach behind Serious Games. April 2005
- Egenfeldt-Nielsen, Simon. Overview of research on the educational use of video games. March 2006
- Graafland, M., Schraagen, J. M., Schijven, M. P. Systematic review of serious games for medical education and surgical skills training(页面存档备份,存于互联网档案馆).
- Houda Mouaheb, Ahmed Fahli, Mohammed Moussetad, Said Eljamali. The Serious Game: What Educational Benefits?(页面存档备份,存于互联网档案馆). Sep 6, 2012
- Jalink, M.B., Goris, J., Heineman, E., Pierie, J.P., ten Cate Hoedemaker, H.O. The effects of video games on laparoscopic simulator skills.(页面存档备份,存于互联网档案馆).
- Lang, F., Pueschel, T. and Neumann, D. (2009). "Serious Gaming for the Evaluation of Market Mechanisms", Proceedings of the International Conference on Information Systems (ICIS) 2009.
- Mettler, T., Pinto R. (2015). Serious games as a means for scientific knowledge transfer - A case from engineering management education. IEEE Transactions on Engineering Management, 62(2), 256-265.
- Reeves, Byron; Reed, J. Leighton (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston: Harvard Business School Publishing.
- "Winners & Learners: Classroom Discourse Surrounding Educational Games(页面存档备份,存于互联网档案馆)" by Kristen Shanahan
- The International Journal on Serious Games(页面存档备份,存于互联网档案馆), a scientific Open Access Journal, first issue January 2014.
- Thompson D, Baranowski T, Buday R et al. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game. Simulation Gaming August 2010 vol. 41 no. 4 587-606.
- Zyda, M. (September 2005). "From visual simulation to virtual reality to games". IEEE Computer.