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Gameplay, learning and emotions in the board game Violets: cinema & action in combating violence against women

机译:董事会游戏紫罗兰的游戏,学习和情感:电影和对抗暴力侵害妇女的行动

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The board game Violets: cinema and action in combating violence against women was developed prioritising the liberating features of play to offer a setting for struggles to secure citizenship. The objective of the article was to examine the gameplay of Violets as regards players’ understanding of the rules and engagement, and the game’s mechanics and design; and to evaluate gameplay, emotions and learning comparatively as dimensions of play. This mixed method study proceeded in stages: a) perfecting gameplay: a workshop with 12 experts, usability tests with 33 participants and content analysis; and b) evaluating play: questionnaires for 78 participants and non-parametric Mann-Whitney U-test comparing groups of variables. Agreement among participants on aspects of gameplay was high. The group of gameplay variables returned values equal to those of the learning group; both differed significantly from the group for emotions felt while playing. In Violets, the interweave of gameplay with the formative, learning components set up a challenging, affective, symbolic field where players’ imagination, interaction, tension and interest were expressed during play.
机译:董事会游戏紫罗兰:在优先考虑游戏的解放特征,开发了对抗妇女行为的电影和行动,以提供斗争以确保公民身份的环境。本文的目标是审查紫罗兰的游戏,视球员对规则和参与的理解以及游戏的力学和设计;并评估游戏,情绪和学习,与游戏的尺寸相对较好。这种混合方法研究进展了阶段:a)完善的游戏玩法:一个带12个专家的研讨会,具有33名参与者和内容分析的可用性测试; b)评估戏剧:78名参与者的问卷和非参数曼 - 惠特尼U-Test比较变量组。参与者在游戏的方面之间的协议很高。一组游戏变量返回值等于学习组的值;两者在玩耍时感觉到情绪的群体显着不同。在紫罗兰,与形成性的游戏玩法的交织,学习组件建立了一个具有挑战性的,情感,象征的领域,其中玩家的想象力,互动,紧张和兴趣在比赛中表达。

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