Thinking as a pleasure: Tactics to design digital educational games from the perspective of board games

研究成果: 書貢獻/報告類型會議貢獻

摘要

Board games provide players with not only pleasure but also thinking. More specifically, it is observed that digital games tend to ask players to make quick judgment, demanding less consideration, while board games allow players to think more thoroughly in reasonable time. For this reason, this paper attempts to capture the features of board games, from which most modern digital games originate. When designing digital educational games, designers may consider the features so that players can have both pleasure and opportunities for thinking. Finally, this paper also suggests three design tactics to design digital educational games.

原文英語
主出版物標題Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014
編輯Thepchai Supnithi, Siu Cheung Kong, Ying-Tien Wu, Tomoko Kojiri, Chen-Chung Liu, Hiroaki Ogata, Akihiro Kashihara
發行者Asia-Pacific Society for Computers in Education
頁面585-590
頁數6
ISBN(電子)9784990801427
出版狀態已發佈 - 2014
對外發佈
事件22nd International Conference on Computers in Education, ICCE 2014 - Nara, 日本
持續時間: 十一月 30 2014十二月 4 2014

出版系列

名字Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014

會議

會議22nd International Conference on Computers in Education, ICCE 2014
國家/地區日本
城市Nara
期間11/30/1412/4/14

ASJC Scopus subject areas

  • 電腦科學應用
  • 人機介面
  • 教育

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