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Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-1
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
First International Workshop on Story-Telling and Educational Games
Online Gaming as Toolfor Career Development
Darko Dugosija, Vadi Efe, Stephan Hackenbracht,Tobias Vaegs and Anna Glukhova
Maastricht, Netherlands, September 16, 2008
Informatik 5, RWTH Aachen University, Germany
“Man only plays when in the full meaning of the word he is a man,and he is only completely a man when he plays.” (Schiller)
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-2
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Outline
Introduction
Survey facts
Results
Conclusions and outlook
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-3
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Introduction
Observation: Today’s Internet usage becomes more extensive and further reaching each day.
Question: How do real and virtual life influence each other?
Choice of Topic: Video gaming – because it is the first truly digitalized hobby.
Problem: Little existing scientific background
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-4
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Survey facts
performed on a self-built on-line platform
considered aspects:– gaming – career (job/school)
skills, personal relations, money, personal assessment– gaming – friendships/relationships
situation of hobbies, positive/negative influence on friendships/relationships, interchange offline/online contacts, personal assessment
– gaming – group interactionteam play, motivations, gender, technical competence, personal assessment
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-5
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Survey facts
1088 participants
on average everyone filled in two of three parts of our survey => ~725 responses for each part
more than expected free statements given (>300)
survey promoted on forums, social networks, e-Mail, mailing lists, Usenet, personal websites, blogs, personal networks
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-6
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Outline
Demographics
Motivations
Learning by playing
Career effect
Conflict handling
Selected quotes
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-7
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Demographics
Fig.1: Distribution of theage of the participants
Fig.2: Education of the participants
Our demographics match those of the online gaming population and our survey participants are well educated.
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-8
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Motivations
Tab.1: difference between team play aspects in real and virtual life
both only real only virtualratio
(both vs. RL+VL)
Comradeship 36.4 % 18.7 % 9.8 % 1.3 : 1
Joint effort 42.3 % 13.8 % 9.8 % 1.8 : 1
Not letting others down 36.2 % 16.1 % 8.6 % 1.5 : 1
Shared victory 40.2 % 9.3 % 16.1 % 1.6 : 1
Overcoming conflicts 22.7 % 17.1 % 11.4 % 0.8 : 1
Rely on each other 39.0 % 17.8 % 8.6 % 1.5 : 1
Identification 11.7 % 9.3 % 7.9 % 0.7 : 1
Defined responsibilities 19.4 % 16.1 % 15.0 % 0.6 : 1
(Other) (6.8 %) (4.4 %) (3.0 %)
Fig.3: Motivations by gender
Fun and relaxation are by far most important, while learning is usually not a motivation.
Aspects of team work are usually similar in real and virtual life.
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-9
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Learning by playing
Fig.5: Number of acquired skills while gaming
Fig.4: Ratio of skills acquiredby gaming compared to related activities
Spearman's rho Positive Influence
Correlation Coefficient 0.397
Sig. (2-tailed) 0.000
N 593
Number ofAcquired Skills
Tab.2: Correlation between positive influence and number of acquired skills
Players acquire several transferable skills while gaming, and a few more by related activities.
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-10
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Learning by playing
Gaming related skills are rated high as expected, but also foreign language skills due to international gaming communities. Those skills could often not be acquired easier in different ways than gaming.
Fig.6: Distribution of acquired skills
Fig.7: Possibility of acquiringskills by other means than gaming
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-11
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Career effect
Value df Asymp. Sig. (2-sided)
Pearson Chi-Square 23.186 4 0.000
Likelihood Ratio 24.347 4 0.000
N of Valid Cases 440
Tab.3: χ²-test of Fig. 6
Fig.8: Hours played during times of negative influence
Players usually do not experience negative influences of gaming if playing only reasonable (i.e. ≤20h/week) amounts of time.
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-12
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Career effectFig.9: Comparison of genresplayed during times of positive and negative influence
Fig.10: Overall influence on career/school
There is a noticeable difference among the genres regarding positive/negative influence on the career, which should be considered in TEL game design.
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-13
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Conflict handling
both only real only virtualratio
(both vs. RL+VL)
Challenge 28.7% 7.9% 31.1% 0.7:1
Seeing others lose 4.2% 3.0% 15.7% 0.2:1
Justice 19.2% 37.6% 6.3% 0.4:1
Victory 19.6% 4.2% 32.7% 0.5:1
Blow of steam 6.8% 7.2% 15.7% 0.3:1
Dislike of someone 10.7% 17.3% 8.4% 0.4:1
(Other) (5.8%) (7.2%) (4.7%)
Tab.4: Reasons to engage in a conflict in real and virtual life
Fig.11: Overall influence of gaming on social skills
Conflicts are more easily engaged in virtual life, as there are less severe consequences to be expected.
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-14
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Results: Selected Quotes
“Married for 24 years, husband and sons (21 and 17) game together with me frequently.”
“Games like Final Fantasy VII/VIII allowed me to use advanced strategies from a young age, again, helping me in a way school never could. I would say in my first five years of gaming, I learned at least twice as much as I did when I attended school.”
“Video games had much effect on my creative and I might say artistical side. It is because of them that I am now on Graphical design university, and studying and learning programs like Maya and 3ds max.”
“I'm a terrible sport player, so I enjoy most teamwork in games. Teamwork, especially in large group, is much more accessible and easier in virtual world than in real life. Large team raid rocks when everyone is trying their best.”
“I enjoy social gaming but know that it's not reality. I can switch off myself when I switch off the computer.”
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-15
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Conclusions and Outlook
useful considerations for designing TEL games– proven: possibility of learning through gaming– focus learning on transferable skills– hide the learning aspect behind fun and relaxation– games well suited for learning conflict management
concept of virtual life truly justified
survey data suitable for more analysis
Lehrstuhl Informatik 5(Informationssysteme)
Prof. Dr. M. JarkeI5-KCGHR-0908-16
STEG’08
Darko Dugosija,Vadi Efe,Stephan
Hackenbracht,Tobias Vaegs,Anna Glukhova
Thank youfor your attention!
Questions?