Practical Functions of Psychology - Gamification

May 5, 2017

Gamification is a fairly new phenomenon that is being used in many areas of education as well as the workforce.  In order for this technique to be used successfully, it’s important to understand the factors that allow the learner to engage in the activity and retain the information.  Motivation is one piece of that puzzle.  This podcast will discuss the importance of motivation (and flow) in gamification.  This is helpful for anyone who is using gamification in their area of work, classroom, or anyone designing games for this purpose.

Contributor: Kelle Daniels

References

Csikszentmihalyi, M.  Flow.  Harper Perennial Modern Classics, 1990.  New York, NY. 

Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20.

Greenberg BS, Sherry JL, Lachlan K, et al. Orientations to video games among gender and age groups. Simulation and Gaming 2010; 41:238–259.

Jen-Wei, C., & Hung-Yu, W. (2016). Exploring Engaging Gamification Mechanics in Massive Online Open Courses. Journal Of Educational Technology & Society, 19(2), 177-203.

Johnson, D., Gardner, J., & Sweetser, P. (2016). Motivations for videogame play: Predictors of time spent playing. Computers In Human Behavior, 63805-812. doi:10.1016/j.chb.2016.06.028

Kwon, K. H., Halavais, A., & Havener, S. (2015). Tweeting Badges: User Motivations for Displaying Achievement in Publicly Networked Environments.   Cyberpsychology, Behavior & Social Networking, 18(2), 93-100. doi:10.1089/cyber.2014.0438

Myers, David. Psychology in Everyday Life. Worth Publishers, 2009. VitalBook file.

Sherry, J. L., Lucas, K., Greenberg, B. S., & Holmstrom, A. (2013). Child Development and Genre Preference: Research for Educational Game Design. Cyberpsychology, Behavior & Social Networking, 16(5), 335-339. doi:10.1089/cyber.2012.0242

Su, C., & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal Of Computer Assisted Learning, 31(3), 268-286. doi:10.1111/jcal.12088

Vermeulen, L., & Van Looy, J. (2016). “I Play So I Am?” A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players. Journal Of Broadcasting & Electronic Media, 60(2), 286-304. doi:10.1080/08838151.2016.1164169

 

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Narrative or Sandbox? Taking a Look at No Man’s Sky

October 28, 2016

In this episode we will take a look at two contrasting styles of video games: those that are driven by story, narrative and character and those that are “open sandboxes.”  No Man’s Sky will be discussed to see if it has failed or if it is successful as a game without a narrative thrust.  Can games without narrative or character be successful.  If so, how?

Contributor: John Conway

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Game Designer’s Workshop: World-building 101

October 14, 2016

In this episode the concept of world-building is discussed in order to help designers create immersive contexts for their games, settings that are consistent and believable.  Advice is shared by writers like Tolkien, C.S. Lewis and Gary Gygax.

Contributor: John Conway

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Practical Functions of Psychology - Video Games Can Be Helpful!

September 9, 2016

Video games are a billion dollar industry.  155 million Americans, of all ages, play video games.  It is the preferred form of entertainment for most kids.  Due to the impact of video games on our society, it’s important for parents, educators, gamers, and game designers to understand the effects of video games.  Retrospectively, video games have received negative publicity.  Within the research, there is controversy regarding the negative effects of video games.  But, video games can also be helpful.  This podcast is going to focus on the positive attributes that video games provide to individuals.

Contributor: Kelle Daniels

References

Adachi, P. p.,& Willoughby, T. (2013). More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades. Journal Of Youth & Adolescence, 42(7), 1041-1052.doi:10.1007/s10964-013-9913-9

Cicchino, M. m.(2015). Using Game-Based Learning to Foster Critical Thinking in Student Discourse. Interdisciplinary Journal Of Problem-Based Learning, 9(2), 57-74. doi:10.7771/1541-5015.1481

Greitemeyer,T., & Cox, C. (2013). There's no 'I' in team: Effects of cooperative video games on cooperative behavior. European Journal Of Social Psychology, 43(3), 224-228.

Grizzard, M.,Tamborini, R., Lewis, R. J., Wang, L., & Prabhu, S. (2014). Being Bad in a Video Game Can Make Us More Morally Sensitive. Cyberpsychology, Behavior & Social Networking, 17(8), 499-504.doi:10.1089/cyber.2013.0658

Hamlen, K. R.(2014). Video Game Strategies as Predictors of Academic Achievement. Journal of Educational Computing Research, 50(2), 271-284. doi:10.2190/EC.50.2.g

King, D. L.,Delfabbro, P. H., & Griffiths, M. D. (2011). The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study. International Journal Of MentalHealth & Addiction, 9(3), 320-333. doi:10.1007/s11469-010-9289-y

Krcmar, M., & Cingel, D. P. (2016). Moral Foundations Theory and Moral Reasoning in Video Game Play: Using Real-Life Morality in aGame Context. Journal Of Broadcasting& Electronic Media, 60(1), 87-103. doi:10.1080/08838151.2015.1127246

Lorentz, P.,Ferguson, C. J., & Schott, G. (2015). The experience and benefits of game playing. Cyberpsychology, 9(3),52-56. doi:10.5817/CP2015-3-1

Rice, S.,Graves, W., Stauble, M., & Mehta, R. (2015). The Perception of Video Game Experience and Its Effects on STEMTasks and Tests. Ubiquitous Learning: An International Journal,8(2), 13-19.

Soukup,C. (2007). Mastering the Game: Gender and the Entelechial Motivational System of Video Games. Women's Studies In Communication, 30(2), 157-178.

Suziedelyte, A.(2015). MEDIA AND HUMAN CAPITAL DEVELOPMENT: CAN VIDEO GAME PLAYING MAKE YOU SMARTER?. Economic Inquiry, 53(2), 1140-1155. doi:10.1111/ecin.12197

Entertainment Software Association. Essential Facts about the computer and video game industry. 2015 Sales, Demographic and Usage Data. 

 

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