2006
DOI: 10.3102/0013189x035008019
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From Content to Context: Videogames as Designed Experience

Abstract: Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about

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Cited by 718 publications
(426 citation statements)
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References 39 publications
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“…É interessante pensar que, como em qualquer outro jogo, existe mais ou menos condição de inserir essa experiência em um contexto ampliado, passível de compartilhamento. Para Squire 11 , o jogo GTA San Andreas, tido como muito violento para um observador externo, pode ser considerado como uma simulação social. Nele, o próprio jogo coloca o jogador na experiência de vida de um jovem negro na periferia de Los Angeles nos anos 1990.…”
Section: Oficina Com Games Em Um Serviço De Saúde Mentalunclassified
“…É interessante pensar que, como em qualquer outro jogo, existe mais ou menos condição de inserir essa experiência em um contexto ampliado, passível de compartilhamento. Para Squire 11 , o jogo GTA San Andreas, tido como muito violento para um observador externo, pode ser considerado como uma simulação social. Nele, o próprio jogo coloca o jogador na experiência de vida de um jovem negro na periferia de Los Angeles nos anos 1990.…”
Section: Oficina Com Games Em Um Serviço De Saúde Mentalunclassified
“…2010). Virtual worlds support design of contextualised experiences for learners (Squire 2006), particularly through the use of interactive narratives to shape that experience (Barab et al, 2007). The persistent, yet malleable, nature of virtual worlds allows these narratives to be played out multiple times, or modified to set up differing situations.…”
Section: Virtual Worldsmentioning
confidence: 99%
“…These designed experiences (Squire 2006) would involve problematic situations that encourage learners to consider the range of experiences and interpretations that emerge from social interactions. Virtual worlds offer intriguing opportunities for achieving this aim, providing a four-dimensional space in which learners can participate in a narrative to engage with and resolve problems through social interactions and use of situational resources.…”
Section: Introductionmentioning
confidence: 99%
“…As argued in [2,27], multi-player, on-line games offer an ideal environment in which gamers can communicate with one another, accomplish shared goals, and participate in solving complex problems. In order to maintain the development of the abovementioned social skills, the gameplay of Europe 2045 was designed so that co-operation among the teammates (players sharing the same project) would be necessary in order to achieve the game's very objective, i.e.…”
Section: Collaboration and Multi-user Environmentmentioning
confidence: 99%