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Giyoto, Giyoto; Purnomo, SF. Luthfie Arguby; Untari, Lilik; Purnama, SF. Lukfianka Sanjaya; Asiyah, Nur – Journal of Social Studies Education Research, 2019
This study attempts to construct a communication framework of video game avatars. Employing Aarseth's textonomy, Rehak's avatar's life cycle, and Lury's prosthetic culture avatar's theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations…
Descriptors: Video Games, Computer Simulation, Classification, Computer Mediated Communication
Downey, Steve – Journal of Educational Multimedia and Hypermedia, 2012
Since the mid-1990s, however, the popularity, diversity, and application of virtual worlds have spread rapidly. As a result, existing taxonomies and topologies increasingly are becoming less effective at being able to classify and organize the growing diversification of content available in today's virtual worlds. This article presents the…
Descriptors: Research Methodology, Classification, Definitions, Multimedia Materials
Ziaeehezarjeribi, Yadi – ProQuest LLC, 2010
This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…
Descriptors: Learner Engagement, Play, Video Games, Learning Strategies
Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games