Ändra sökning
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • harvard-cite-them-right
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Achieving Game Goals at All Costs?: The Effect of Reward Structures on Tactics Employed in Educational Military Wargaming
Försvarshögskolan, Militärvetenskapliga institutionen (MVI), Ledningsvetenskapliga avdelningen (LVA), Sektionen för krigsspel.ORCID-id: 0000-0002-1019-8933
2014 (Engelska)Ingår i: FRONTIERS IN GAMING SIMULATION, 2014, s. 13-20Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

A key motive in using gaming for educational purposes is to enhance user motivation and involvement to the subject matter. Within military education, games have always been utilized as a means to think clearly about military operations. However, some research results have shown that gaming, regardless of what the game is supposed to portray, is a meaningful activity in itself, and this can distract the learner away from the educational objective. Playing the game, then, becomes similar to competition, such as in sports where the objective is to only win the game. The player directs actions to achieving game goals even though some actions are inappropriate from a learning perspective. To shed light on the discrepancy between playing a game to win and playing a game to learn, we conducted an experiment on cadets playing an educational wargame. By varying the conditions of the game, playing with or without points, while still in line with the learning objective, we were interested to see what impact it had on the tactics employed by cadets. The results showed that adding reward structures, such as points, changed the outcome of the game, that is, groups playing with points played the game more aggressively and utilized the military units more extensively. These findings suggest that changes in the game design, although educationally relevant, may distract learners to be more oriented towards a lusory attitude, in which achieving the game goals becomes players' biggest concern.

Ort, förlag, år, upplaga, sidor
2014. s. 13-20
Serie
Lecture Notes in Computer Science, ISSN 0302-9743 ; 8264
Nationell ämneskategori
Tvärvetenskapliga studier inom samhällsvetenskap
Forskningsämne
Ledningsvetenskap
Identifikatorer
URN: urn:nbn:se:fhs:diva-4932DOI: 10.1007/978-3-319-04954-0_2ISI: 000341131500002ISBN: 978-3-319-04954-0; 978-3-319-04953-3 (tryckt)OAI: oai:DiVA.org:fhs-4932DiVA, id: diva2:759252
Konferens
44th Conference of the International-Simulation-and-Gaming-Association (ISAGA) / 17th IFIP WG 5.7 Workshop on Experimental Interactive Learning in Industrial Management, JUN 24-28, 2013, KTH Royal Inst Technol, Stockholm, SWEDEN
Tillgänglig från: 2014-10-29 Skapad: 2014-10-29 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
Ingår i avhandling
1. Gamer mode: Identifying and managing unwanted behaviour in military educational wargaming
Öppna denna publikation i ny flik eller fönster >>Gamer mode: Identifying and managing unwanted behaviour in military educational wargaming
2014 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Games are rule-governed systems at the same time as they are fiction, simulating or representing a real or an abstract world. This defining characteristic may create for different forms of tensions, that is, at different times players may focus on the rules, the fiction or on both during game play. In military education with games, this poses a problem when the learner becomes too focused on the rules, trying to win at any price rather than taking the representation and what it implies in terms of permissible behaviour seriously. In here we attempt to understand how participants in a wargaming situation act out this tension by studying the interaction between the player and the game in military tactical training.

The results first of all confirm that there is a tension – there are occasions where players are mainly concerned with winning the wargame, disregarding what the theme is meant to represent. I propose the term gamer mode to refer to this player orientation: players in gamer mode have an extreme rule-focused interaction, meaning they behave rationally with respect to game rules but irrationally with respect to the portrayed real-life situation they are training for. Gamer mode can probably occur for many reasons. This thesis documents two contributing factors. The first concerns whenever the game does not match players’ expectation on mimicking warfare. In these situations players may find that the game breaks the fragile contract of upholding an accurate representation of warfare. The other factor that may lead to gamer mode are game design features such as explicit reward structures or victory conditions.

To remedy the situation, the instructor can, in real-time, actively support players’ orientation towards the game and explain in-game events, keeping them on track. When gamer mode occur I argue that the conditions for learning are compromised as the gaming activity becomes its own learning subject, blurring and overshadowing the learning objective. Although the results suggest that gamer mode is mainly detrimental to learning I conclude that gamer mode is a natural way students will approach games and as such, needs to be dealt with by the instructor.

Ort, förlag, år, upplaga, sidor
Stockholm: KTH Royal Institute of Technology, 2014. s. viii, 103
Serie
TRITA-CSC-A, ISSN 1653-5723 ; 2014:18
Nyckelord
Gamer mode, military education, wargaming, game-based learning
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Ledningsvetenskap
Identifikatorer
urn:nbn:se:fhs:diva-5106 (URN)978-91-7595-399-1 (ISBN)
Disputation
2015-01-23, Kollegiesalen, Brinellvägen 8, KTH, 13:15 (Engelska)
Opponent
Handledare
Tillgänglig från: 2014-12-19 Skapad: 2014-12-19 Senast uppdaterad: 2018-01-11Bibliografiskt granskad

Open Access i DiVA

fulltext(188 kB)181 nedladdningar
Filinformation
Filnamn FULLTEXT02.pdfFilstorlek 188 kBChecksumma SHA-512
39089095013f1b9b06d064a22f650aaac177bdbd9baf44bd6468b93c364610e3d6292dceff654bc0420e24bda968d580128e107bfb152994fc1e954359867e5b
Typ fulltextMimetyp application/pdf

Övriga länkar

Förlagets fulltext

Personposter BETA

Frank, Anders

Sök vidare i DiVA

Av författaren/redaktören
Frank, Anders
Av organisationen
Sektionen för krigsspel
Tvärvetenskapliga studier inom samhällsvetenskap

Sök vidare utanför DiVA

GoogleGoogle Scholar
Totalt: 187 nedladdningar
Antalet nedladdningar är summan av nedladdningar för alla fulltexter. Det kan inkludera t.ex tidigare versioner som nu inte längre är tillgängliga.

doi
isbn
urn-nbn

Altmetricpoäng

doi
isbn
urn-nbn
Totalt: 476 träffar
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • harvard-cite-them-right
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf