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User centered game design: evaluating massive multiplayer online role playing games for second language acquisition

Published: 09 August 2008 Publication History

Abstract

Unlike recreational games, serious games do more than entertain the player. Serious games promote acquisition of information and skills that are valued in both the virtual world and the real world. The challenge is to design and develop serious games that simultaneously create an enjoyable experience for the player as the player develops or improves her skill set as a result of game play and applies these newly developed skills in a real world setting. Because transfer of learning represents the primary goal of serious games, it is crucial that game designers understand the interactions associated with game tasks and their impact on players prior to game development. Borrowing heavily from interaction design, we introduce the user centered game design methodology as the framework for serious game design and apply this technique to the evaluation of the social interactions between Player Characters in a commercial Massive Multiplayer Online Role Playing Game. Significant results from experimental studies suggest that this genre of games shows great promise as an unorthodox language learning tool for vocabulary acquisition and reveals the importance of social interactions in the virtual space of video games. Finally, we discuss the design implications for serious games that facilitate Second Language Acquisition.

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      cover image ACM Conferences
      Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
      August 2008
      183 pages
      ISBN:9781605581736
      DOI:10.1145/1401843
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 09 August 2008

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      Author Tags

      1. game design
      2. interaction design
      3. second language acquisition
      4. serious games
      5. user centered design

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      Sandbox '08: An ACM SIGGRAPH Video Game Symposium
      August 9 - 10, 2008
      California, Los Angeles

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      Cited By

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      • (2023)Study protocol for an individually randomized control trial for India's first roleplay-based mobile game for reproductive health for adolescent girlsReproductive Health10.1186/s12978-023-01665-120:1Online publication date: 14-Sep-2023
      • (2022)Digital Gaming in the Language ClassroomInternational Journal of Computer-Assisted Language Learning and Teaching10.4018/IJCALLT.29111012:1(1-25)Online publication date: 18-Feb-2022
      • (2022)Improving Immigrant Inclusion Through the Design of a Digital Language Learning GameHandbook of Research on Promoting Economic and Social Development Through Serious Games10.4018/978-1-7998-9732-3.ch024(545-568)Online publication date: 18-Mar-2022
      • (2022)Investigation of Video Game Players' Informal Learning Experiences and Their Influence on Learning English as a Foreign LanguageHandbook of Research on Teacher and Student Perspectives on the Digital Turn in Education10.4018/978-1-6684-4446-7.ch010(190-212)Online publication date: 24-Jun-2022
      • (2022)A Review of Research on the Application of Digital Games in Foreign Language EducationResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch094(1948-1971)Online publication date: 2022
      • (2022)A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game playComputer Assisted Language Learning10.1080/09588221.2021.202124237:1-2(27-60)Online publication date: 17-Jan-2022
      • (2021)Computational Thinking in Educational Digital GamesResearch Anthology on Developing Critical Thinking Skills in Students10.4018/978-1-7998-3022-1.ch019(345-376)Online publication date: 2021
      • (2021)Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical ResearchEducation Sciences10.3390/educsci1105022211:5(222)Online publication date: 7-May-2021
      • (2021)In-Game Social Interactions to Facilitate ESL Students' Morphological Awareness, Language and Literacy SkillsProceedings of the ACM on Human-Computer Interaction10.1145/34747065:CHI PLAY(1-25)Online publication date: 5-Oct-2021
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