Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/2793107.2810313acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
Work in Progress

Scientific Heroes: Multiplayer Online Battle Arenas Foster Players' Hypothetico-Deductive Reasoning

Published: 05 October 2015 Publication History

Abstract

Based on in-game behaviour, eye tracking data, and cued retrospective reports, the present study aims to evaluate how commercial video games, specifically Multiplayer Online Battle Arenas can foster hypothetico-deductive reasoning in everyday life contexts. At the same time, it aims to locate in-game behaviour patterns serving as indicators of hypothetico-deductive traits. The studies take place in a simulated-naturalistic environment using both an exploratory and a microgenetic design.

References

[1]
Abrudan, E. and Prundaru, G. Social Representations and Ideologies in Digital Games. Journal of Media Research 5, (2009), 31--41.
[2]
Baniqued, P., Lee, H., Voss, M., et al. Selling points: What cognitive abilities are tapped by casual video games? Acta psychologica 142, 1 (2013), 74--86.
[3]
Bartle, R. Hearts, clubs, diamonds, spades: players who suit MUDs. 2013. http://www.mud.co.uk/richard/hcds.htm.
[4]
Blumberg, F., Altschuler, E., Almonte, D., and Mileaf, M. The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition. In Blumberg and Fisch, eds., Digital Games: A Context for Cognitive Development. New Directions for Child and Adolescent Development. 2013, 41--50.
[5]
Bryman, A. Social Research Methods. Oxford University Press, USA, 2012.
[6]
Canossa, A. Play-Persona: Modelling Player Behaviour in Computer Games. 2009. http://www.dcdr.dk/dk/materiale/dokumenter/ph d-afhandling-alessandro-canossa.pdf.
[7]
Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., and Kirk, D. Savannah: mobile gaming and learning? Journal of Computer Assisted Learning 20, (2004), 399--409.
[8]
Folkerts, J. Playing Games as an Art Experience: How Videogames Produce Meaning Through Narrative and Play. Emerging Practices in Cyberculture and Social Networking, (2010), 99--117.
[9]
Galarneau, L.L. Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge. Social Science Research Network (2005).
[10]
Gee, J. Why are video games good for learning. (2007).
[11]
Gentile, D., Lynch, P., Ruh Linder, J., and Walsh, D. The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance. Journal of Adolescence 27, (2004), 5--22.
[12]
Van Gog, T., Paas, F., van Merriënboer, J., and Witte, P. Uncovering the problem-solving process: cued retrospective reporting versus concurrent and retrospective reporting. Journal of Experimental Psychology: Applied 11, 4 (2005), 2037--244.
[13]
Huizinga, J. Homo Ludens. A study of the play element in culture. Martino Publishing, Connecticut, USA, 1950.
[14]
Khang, H., Kim, J., and Kim, Y. Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games. Computers in Human Behavior 29, (2013), 2416--2424.
[15]
Lieberoth, A. and Roepstorff, A. Mixed methods in game research. Playing on streghts and countering weaknesses. In P. Lankoski and S. Björk, eds., Game Research Methods. ETC Press, 2015, 271--290.
[16]
Poole, A. and Ball, L. Eye Tracking in HumanComputer Interaction and Usability Research: Current Status and Future Prospects. In Encyclopedia of human computer interaction. Idea Group, Pensilvania, 2005, 211--219.
[17]
Popper, B. Field of streams: how Twitch made video games a spectator sport. The Verge, 2013. http://www.theverge.com/2013/9/30/4719766/t witch-raises-20-million-esports-market-booming.
[18]
Popper, K. The logic of scientific discovery. Routledge Classics, New York, 1959.
[19]
Riot Games. League of Legends. Riot Games, 2009.
[20]
Siegler, R. and Crowley, K. The microgenetic method: a direct means for studying cognitive development. American Psychologist 46, 6 (1991), 606--620.
[21]
Stebbins, R. Exploratory research in the social sciences. Sage Publications, Inc., USA of America, 2001.
[22]
Steinkuehler, C. Cognition and literacy in massively multiplayer online games. In Handbook of research on new literacies. Lawrence Erlbaum Associate, New York, USA, 2008, 611--634.
[23]
Sun, C.-T., Wang, D.-Y., and Chan, H.-L. How digital scaffolds in games direct problem-solving behaviors. Computers & Education 57, 3 (2011), 2118--2125.
[24]
Valve Corporation. Dota 2. Valve Corporation, 2013.

Cited By

View all

Index Terms

  1. Scientific Heroes: Multiplayer Online Battle Arenas Foster Players' Hypothetico-Deductive Reasoning

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
      October 2015
      852 pages
      ISBN:9781450334662
      DOI:10.1145/2793107
      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 05 October 2015

      Check for updates

      Author Tags

      1. cognition
      2. multiplayer online battle arenas
      3. reasoning
      4. video games

      Qualifiers

      • Work in progress

      Funding Sources

      • Elite Network of Bavaria
      • Munich Center of the Learning Sciences
      • Catholic School of Applied Sciences

      Conference

      CHI PLAY '15
      Sponsor:

      Acceptance Rates

      CHI PLAY '15 Paper Acceptance Rate 40 of 144 submissions, 28%;
      Overall Acceptance Rate 421 of 1,386 submissions, 30%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 285
        Total Downloads
      • Downloads (Last 12 months)1
      • Downloads (Last 6 weeks)0
      Reflects downloads up to 18 Nov 2024

      Other Metrics

      Citations

      Cited By

      View all

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media