PAXsims

Conflict simulation, peacebuilding, and development

Participants sought for WWII gameplay study

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PAXsims is posting the following announcement on behalf of Desiree Bruce, a PhD student at Capella University who is undertaking a study of educational gaming.

Compelling games begin with compelling gameplay.  Synthesizing the writings of Chris Crawford, Andrew Rollings, David Morris, Richard Rouse, Katie Salen, and Eric Zimmerman, gameplay can be described as the iterative interactions of player intentions expressed within the design constraints of the game and the impact those expressions have on the game environment. According to these authors, gameplay is at the heart of video games as designed experiences, accounting for their engagement, immersion, and intrinsic motivation toward game mastery.  More than one noted that while poor usability, interfaces, graphics, and sound may otherwise ruin perfectly good gameplay, nothing can resurrect poor gameplay.  Yet, even as recent as last year, Raph Koster said educational games and serious games are usually boring, echoing a persistent reputation decades old.  Some evidence suggests that game designers, instructional designers, and subject matter experts may think about or understand gameplay differently, often diverging in design objectives and suggestions at gameplay.

Desiree Bruce, MS, is conducting PhD dissertation research to explore gameplay from the perspective of instructional designers, game designers, and World War II content experts to further knowledge that could assist in the design of educational video games that succeed as both games and learning.  Experts in instructional design, game design, and World War II subject matter are invited to provide their voice, opinions, and experiences in four stages of data collection.  The researcher respects your time and will make every effort to minimize the intrusion.  Information about the study and an application to participate are available at gameplaystudy.org.

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