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Cody Michael J. - Serious games: mechanisms and effects

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Cody Michael J. Serious games: mechanisms and effects

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Serious Games Serious Games provides a thorough exploration of the claim - photo 1
Serious Games

Serious Games provides a thorough exploration of the claim that playing games can facilitate learning that is deep, sustained and transferable to the real world. Contributors investigate the psychological mechanisms that take place not only during gaming, but also in game selection, persistent play, and gaming impact. Focusing on the desirable outcomes of digital game play, the volume editors distinguish between three possible effectslearning, development, and change. Contributions from internationally recognized scholars focus on five objectives:

  • Define the area of serious games
  • Elaborate on the underlying theories that explain suggested psychological mechanisms elicited through serious game play, addressing cognitive, affective and social processes
  • Summarize the empirical evidence on the effectiveness of serious games
  • Introduce innovative research methods as a response to methodological challenges imposed through interactive media
  • Discuss the possibilities and limitations of selected applications for educational purposes.

Anchored primarily in social science research, the approaches included here emphasize the gaming process and the users experiences. Additional perspectives, written from non-social science approaches by experts in academic game design and representatives of the gaming industry, conclude the volume.

This timely and singular work will appeal to scholars, researchers, and graduate students working in media entertainment and game studies in the areas of education, media, communication, and psychology. It sets a benchmark for serious games research, and will influence work in this area in the years ahead.

First published 2009
by Routledge
270 Madison Ave, New York, NY 10016

Simultaneously published in the UK
by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN

Routledge is an imprint of the Taylor & Francis Group, an informa business

This edition published in the Taylor & Francis e-Library, 2009.

To purchase your own copy of this or any of Taylor & Francis or Routledges collection of thousands of eBooks please go to www.eBookstore.tandf.co.uk.

2009 Routledge, Taylor and Francis

All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers.
Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.

Library of Congress Cataloging in Publication Data
Serious games: mechanisms and effects / [edited by] Ute Ritterfeld, Michael Cody, and Peter Vorderer.
p. cm.
1. GamesPsychological aspects. 2. Learning. 3. GamesResearch. I. Ritterfeld, Ute. II. Cody,
Michael J. III. Vorderer, Peter.
GV1201.37.S47 2009
793.01dc22
2008054273

ISBN 0-203-89165-1 Master e-book ISBN

ISBN 10: 0-415-99369-5 (hbk)
ISBN 10: 0-415-99370-9 (pbk)
ISBN 10: 0-203-89165-1 (ebk)

ISBN 13: 978-0-415-99369-2 (hbk)
ISBN 13: 978-0-415-99370-8 (pbk)
eISBN: 978-0-2038916-5-0
ISBN 13: 978-0-203-89165-0 (ebk)


To Geoffrey Cowan,
A great visionary and supporter of games research
Foreword: From Virtual U to Serious Games to Something Bigger

In 1999 I got a phone call that changed my life. On the other end of the call was a foundation program manager that I would learn right away doesnt take no for an answer. Jesse Ausubel of the Alfred P. Sloan Foundation chases big ideas. Aside from counting all the fish in the world with the Census of Marine Life project (http://www.coml.org), in 1999 Ausubel was working with former Stanford CFO William Massy and the game developer of Capitalism I and II Trevor Chan to develop a Sim-City styled simulation of universities which we would later title Virtual U.

Jesse told me that I would be on a plane the next day to visit the foundation and discuss how to finish the game, get it tested, and distributed to market. Despite my sense that getting a plane flight the next morning was sort of short notice, there I was on the plane flight from Portland, Maine to New York City that next morning wondering what I was about to get myself into. It was an eventful meeting and for the next 3 years Virtual U was a big part of my life. Given the part VU played in my life, it still is.

What Virtual U was to be was a method to explore a critical issue of management; namely, the effort to get people to manage complex systems more discretely as a sum of their most important parts and to infuse that systems culture throughout the organization thus breaking down the inevitable fiefdoms and blinders that inhibit how organizations function. The goal of course was to do this specifically for universities, which as organizations, are legendary for operating with a pervasive sense of parochial activity. Im sure for many of the academic readers of this book Im not providing you with breaking news. For the Sloan Foundation, to improve the management of the nations universities was a leveraged means of improving all aspects of a universitys output and it is an overall program that certainly has its roots in the foundations namesakes career. Ausubel spoke about this in the context of Virtual U at an event held at MIT where we looked back on its early history:

The story begins on a spring day in 1995 in Palo Alto. I was visiting Bill Massy, then a professor at Stanford. Bill was analyzing why graduate students took ever longer to obtain doctoral degrees. Managing the Sloan Foundations program on the university as a system, I was concerned not only about specific problems such as the 9 years doctoral students averaged to acquire degrees but also about how the many problems connected to one another. The university was a jangly torso, in which the hip bone connected loosely to the thigh bone, and on down to the big toe. But no one seemed to have a working model of cause and effect. Indeed, perspectives on the university seemed to show it as all muscular thighs, all deft fingers, or a thick skull. I wanted a crude look at the whole.

There are many ways to improve university management and leadership. Books, conferences, films, and other methods were past, present, and future methods that were well known and utilized by the foundation. This time, however, the goal was to try something new, something that might move beyond the typical approaches, notions of audience, and baseline capability of other media efforts. Both Massy and Ausubel were on a collision course with an interesting bit of serendipity.

So, after hearing Bills impressive analysis of the time required to reach a degree, I inquired, what would you really like to do? After a couple of tentative starts, Bills eyes lit, exclamations began, and he ran to a file cabinet and pulled out a memo he had written some months earlier proposing to build an interactive video game of the U.S. University. I said, yes, yes, and we shook hands. The idea for a game-based approach wasnt so automatic though. There was an unique link of inspiration and history that further catalyzed faith in projects birth and approach.
Back in the mid-1980s I had edited a book on Cities and Their Vital Systems. Shortly after the book appeared, a call came from California in a very youthful voice, asking, Hey, I am trying to build a game about building and managing a city. Would you mind if I draw on some of the ideas in your book? A few weeks later a beta version of SimCity arrived in the mail for testing. The voice was that of Will Wright, the genius of simulation games, and the rest is history.

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