嚴肅遊戲
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此條目論述以部分區域為主,未必有普世通用的觀點。 |
嚴肅遊戲(serious game)或功能遊戲(applied game)是一種設計上的主要目的非純粹是娛樂的遊戲。[1]這個「嚴肅」通常指用於防衛、教育、科學探索、醫療保健、應急管理、都市計畫、工程、政治等行業的電子遊戲。[2]這類遊戲與模擬類遊戲相似(如飛行模擬和醫療模擬),但更強調趣味與競爭性帶來的教育價值。
歷史
至少從二十世紀以來,教育界就開始使用遊戲。紙質教育遊戲在20世紀60年代和70年代開始流行,但在「回歸基礎」教學運動中漸漸淡出。[3](回歸基礎教學運動是始於20世紀70年代的教學方式轉變,當時學生在標準化考試中得分不足,而且學習太多選修課。這個運動希望把學生的注意力集中在閱讀、寫作和算術上,並加強課程。[4])
21世紀初期,多種類型的教育遊戲出現激增,尤其是為那些年輕學習者所設計的遊戲。這些遊戲中有許多並非基於電腦,而是以其他形式呈現一些傳統遊戲系統的模型。1999年,LeapFrog Enterprises推出LeapPad,它是一本互動書與一個墨盒的組合,孩子們玩遊戲時可以與紙質書籍互動。隨著任天堂Game Boy等傳統掌上遊戲機的普及,他們還在2003年推出了名為Leapster的手持遊戲系統。[5]
2018年2月24日,騰訊宣布今年起開始全面布局「功能遊戲」,計劃推出傳統文化、前沿探索、理工鍛鍊、科學普及和親子互動五大類功能遊戲產品,將陸續對外發布[6][7]。
參見
參考資料
- ^ Djaouti, Damien. Classifying Serious Games: the G/P/S model (PDF). [26 June 2015]. (原始內容 (PDF)存檔於2016-03-10).
- ^ Serious Games. [26 June 2015]. (原始內容存檔於2016-06-03).
- ^ Rice, J. W. Assessing higher order thinking in video games (PDF). Journal of Technology and Teacher Education. 2007, 15 (1) [2018-03-01]. (原始內容存檔 (PDF)於2016-06-03).
- ^ "Education Update"; Back To Basics; Dr. Carole G. Hankin and Randi T. Sachs; 2002
- ^ A. Druin. LeapFrog learning. Mobile Technology for Children: Designing for Interaction and Learning. Morgan Kaufmann. 2009: 171. ISBN 9780080954097.
- ^ “我们不一样” 腾讯要用“功能游戏”占领新高地-民生资讯-社会频道-中工网. [2018-03-01]. (原始內容存檔於2020-02-23).
- ^ 腾讯公布《折扇》等五款功能游戏产品 包含传统文化等三个领域 - iDoNews. [2018-03-01]. (原始內容存檔於2019-09-06).
拓展閱讀
- Abt, C. (1970). Serious Games. New York: The Viking Press.
- Aldrich, Clark. The Complete Guide to Simulations and Serious Games. Pfeiffer. 2009: 576. ISBN 0-470-46273-6.
- Anderson, E. F.; McLoughlin, L.; Liarokapis, F.; Peters, C.; Petridis, P.; de Freitas, S., Serious Games in Cultural Heritage, VAST-STAR, Short and Project Proceedings, 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (Eurographics VAST '09), Faculty of ICT, University of Malta: 29–48, 2009 [2018-03-01], (原始內容存檔於2012-03-27)
- Baranowski, T; Buday, R; Thompson, DI; Baranowski, J. Playing for real: video games and stories for health-related behavior change. American Journal of Preventive Medicine. January 2008, 34 (1): 74–82. PMC 2189579 . PMID 18083454. doi:10.1016/j.amepre.2007.09.027.
- Digitalarti Mag #0. Serious Game (PDF). 2009: 24–25 [2018-03-01]. (原始內容 (PDF)存檔於2011-07-10).
- Egenfeldt-Nielsen, Simon. The basic learning approach behind Serious Games. April 2005
- Egenfeldt-Nielsen, Simon. Overview of research on the educational use of video games. March 2006
- Graafland, M., Schraagen, J. M., Schijven, M. P. Systematic review of serious games for medical education and surgical skills training(頁面存檔備份,存於網際網路檔案館).
- Houda Mouaheb, Ahmed Fahli, Mohammed Moussetad, Said Eljamali. The Serious Game: What Educational Benefits?(頁面存檔備份,存於網際網路檔案館). Sep 6, 2012
- Jalink, M.B., Goris, J., Heineman, E., Pierie, J.P., ten Cate Hoedemaker, H.O. The effects of video games on laparoscopic simulator skills.(頁面存檔備份,存於網際網路檔案館).
- Lang, F., Pueschel, T. and Neumann, D. (2009). "Serious Gaming for the Evaluation of Market Mechanisms", Proceedings of the International Conference on Information Systems (ICIS) 2009.
- Mettler, T., Pinto R. (2015). Serious games as a means for scientific knowledge transfer - A case from engineering management education. IEEE Transactions on Engineering Management, 62(2), 256-265.
- Reeves, Byron; Reed, J. Leighton (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston: Harvard Business School Publishing.
- "Winners & Learners: Classroom Discourse Surrounding Educational Games(頁面存檔備份,存於網際網路檔案館)" by Kristen Shanahan
- The International Journal on Serious Games(頁面存檔備份,存於網際網路檔案館), a scientific Open Access Journal, first issue January 2014.
- Thompson D, Baranowski T, Buday R et al. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game. Simulation Gaming August 2010 vol. 41 no. 4 587-606.
- Zyda, M. (September 2005). "From visual simulation to virtual reality to games". IEEE Computer.