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Cheating can be good for you

Educational games and multiple play styles

Bibliographic Data

ID12428288
AuthorsM Consalvo (0000-0001-7169-4984, Ohio University, corresponding author)
EditorsDrew Davidson (0000-0002-5096-1446)
Year2005
Volume13
Issue2
Pages95-100
Publication date2005-06-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueOn the Horizon The International Journal of Learning Futures (JOURNAL)
Journal identifiersISSN: 1074-8121 • E-ISSN: 2054-1708
PublisherEmerald Publishing Limited (PUBLISHER • GB)
DOI10.1108/10748120510608124
OpenAlexW2030009773
LanguageEN
Citations received1
References cited9

Purpose – Aims to determine how multiple play styles and use of "outside" materials can be successfully taken into account when designing user experiences in educational digital games. Design/methodology/approach – This research draws on over two dozen qualitative interviews and an open‐ended survey of an additional 50 game players with a wide range of gameplay experience. Findings – Findings suggest that players have different skill sets, and different beliefs about what constitutes acceptable and unacceptable help in a variety of games. These findings are analyzed to argue for different ways to enhance the educational gaming experience for players. Research limitations/implications – As with all qualitative research, the relatively small sample size makes it difficult to draw broad generalizations from the data. However, the research does suggest that there are many ways to play games, that players use many items and information "outside" the game to help them play or enhance their experience, and such things can be fruitfully used to improve educational games. Practical implications – Designers of educational games should take into account the materials surrounding games, such as walkthroughs and codes, as ways to enhance the game and educational experience, rather than detract from them. Originality/value – Very little research has been done examining how players perceive items and information related to game play, as well as how they use such things. This research investigates that area and relates the knowledge to ways to improve educational games, and education

Cheating · Educational game · Mathematics education · Computer Science · Digital Games and Media · Educational Games and Gamification · Gambling Behavior and Treatments · Psychology · Social Psychology

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    Johan Huizinga•Homo Ludens•2008

Unique citing works1
Citations per year0,06
Citation span2008 - 2008 (1)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 1

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