2012
DOI: 10.1177/1046878112439444
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Toward a Taxonomy Linking Game Attributes to Learning

Abstract: The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to reveal inconsistent findings, making it hard to provide practitioners with guidance as to the most important attribute(… Show more

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Cited by 330 publications
(357 citation statements)
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References 48 publications
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“…Balancing learning outcomes with location-based features is a key association to be embedded in the design stage as means of galvanising games to afford motivation, learning construction and transferability. Such associations are challenging, however, due to the lack of a consistent classification or taxonomy that maps learning with game attributes, it is complex to align learning outcomes with location-based game attributes [11]. As noted, practitioners and researchers alike are overwhelmed by how game attributes may afford specific instances of learning and thereby create inconclusive evidence on how location-based games can be used for learning, inquiry and creativity.…”
Section: Mapping Learning Attributes To Game Mechanicsmentioning
confidence: 99%
See 1 more Smart Citation
“…Balancing learning outcomes with location-based features is a key association to be embedded in the design stage as means of galvanising games to afford motivation, learning construction and transferability. Such associations are challenging, however, due to the lack of a consistent classification or taxonomy that maps learning with game attributes, it is complex to align learning outcomes with location-based game attributes [11]. As noted, practitioners and researchers alike are overwhelmed by how game attributes may afford specific instances of learning and thereby create inconclusive evidence on how location-based games can be used for learning, inquiry and creativity.…”
Section: Mapping Learning Attributes To Game Mechanicsmentioning
confidence: 99%
“…Similar to Amory's framework, the SGM lacks in providing a genuine mapping of learning with game attributes in a more categorised-structured approach in order to contribute on a systematic and constructive solution to learning-game mechanics classification. Bedwell et al [11] carried out a game's attribute taxonomy, derived from a literature review analysis. A limited number of categories emerged, such as action language, assessment, conflict challenge, control, environment, human interaction, immersion, rules/goals and game matrix.…”
Section: Mapping Learning Attributes To Game Mechanicsmentioning
confidence: 99%
“…Moreover, such activities are often content-focused-that is, the primary focus is on the information content that should be delivered to the player-thus placing content at the heart of design (e.g., [32]). This tendency can be seen in many games that have desired cognitive goals (e.g., [11,[26][27][28]33,34]). …”
Section: Information Content and Representationmentioning
confidence: 99%
“…Because cognitive gameplay is an emergent phenomenon, it can be designed only indirectly via the design of game components. Many game components influence gameplay (e.g., information content, player-game interactions, mechanics, graphics, goals, narrative, and rules), and various design frameworks have been developed that consider some of these components (e.g., [11]). However, little research has been aimed at developing frameworks that can support systematic design of cognitive gameplay.…”
Section: Introductionmentioning
confidence: 99%
“…The learning mechanic/game mechanic, or LM-GM model [89] then tries to match particular learning mechanics to particular game activities. Similar approaches of aligning gameplay with learning exist [90,91]. These can be viewed steps towards finding a relation between the design aspects of a game and the effects and effectiveness of that game as a tool for learning.…”
Section: Learningmentioning
confidence: 99%