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(1)

A review of outcomes and impacts of

playing computer games

Dr Elizabeth Boyle

University of the West of Scotland, High Street, Paisley, PA1 2BE

(2)

Games for entertainment, learning

and behaviour change

Over the last 40 years computer games have

had a transformational impact on how we

spend our leisure time and have increasingly

replaced more traditional leisure activities

More recently there has been much interest in

and speculation about whether games could

be used for learning and changing attitudes

(3)

Literature reviews of games at

UWS

At UWS we have been involved in carrying out a

number of literature reviews on aspects of GBL

In this presentation I will describe a literature

review which aimed to examine evidence very

broadly about the outcomes and impacts of

playing computer games

Focus was on positive impacts

Will highlight some interesting papers

(4)

Objectives of literature review

determine what research has been done on

outcomes and impacts of playing computer

games

interested in entertainment games, GBL and

serious games

try to find a way of organising the diverse

research in this area

describe how the different projects have

(5)

Search terms

("computer games" OR "video games" OR

"serious games" OR "simulation games" OR

"games-based learning" OR "MMOG" OR

"MMORPG" OR "MUD" OR "online games")

AND (evaluation OR impacts OR outcomes

OR effects OR learning OR education OR

skills OR behaviour OR attitude OR

(6)

Databases searched

databases relevant to education, information technology and social science.  ACM,

 ASSIA: Applied Social Sciences Index and Abstracts,  BioMed Central,

 Cambridge Journals Online,  ChildData,

 Oxford University Press (journals),  ScienceDirect,

 EBSCO (consisting of Psychology and Behavioural Science, PsycINFO, SocINDEX, Library, Information Science and Technology Abstracts,

CINAHL),  ERIC,

 IngentaConnect,

(7)

Selection of papers for inclusion in

the review

Abstract:

papers had to include an abstract.

Empirical focus:

the paper had to report

empirical evidence relating to the impacts and

outcomes of playing games.

Date:

papers from 2004 onwards were selected

for inclusion in the current review: building on

previous literature reviews

Age:

use of games by adolescents over the age of

(8)

Categorising Games

Games can be categorised in a number of ways:

Digital /non digital - Can non-digital games

provide useful guidance about design of digital

games?

The main aims/intentions of the game –

entertainment, games for learning, attitude or

behaviour change

Game genre (different kinds of game)

Platform/ delivery

(9)

Game genre (Hertz, 1997)

action games (reaction based games including

shooting and platforms)

adventure games (solving logical puzzles to

progress though a virtual world)

fighting games

puzzle games (such as Tetris)

role-playing games

simulations

(10)

Platform/delivery

computer games

video games

console games

mobile games

online games

MMOGs

ARGs

(11)

Categorising the impacts and

outcomes of games

Positive or negative effects

Intended or unintended effects

General or specific effects

(12)

Positive or negative effects

Negative effects:

promote aggressive

behaviour (Provenzo, 1991) and gender

stereotyping (Bryce & Rutter, 2002); addictive

(Griffiths & Hunt, 1998)

Positive effects:

highly engaging; s

upport

(13)

Intended or unintended effects

Many of the outcomes of playing games are

unintended, i. e. they were not intentionally designed

into the game to achieve particular goals.

For example, violent games were not designed

purposefully to make people more aggressive but

they do seem to have this unintended consequence

(Gentile and Gentile, 2007)

Entertainment games were not intentionally designed

to improve visual perceptual skills but appear to do so

(Green and Bavelier, 2006).

Learning games are intentionally designed to

(14)

General or specific effects

Some papers examined the generic effects

of playing games. For example several

papers considered whether playing violent

games generally makes players aggressive

Other papers examine the impact of playing

specific games, e. g. emotional and

physiological reactions to specific violent

events in playing a game; does a game

(15)

Frameworks for categorising

outcomes of games

Garris, Ahlers and Driskell (2002)

O’Neill, Wainess and Baker (2005)

(16)

Garris, Ahlers and Driskell (2002):

learning outcomes

skills based learning outcomes

(technical and motor skills)

cognitive outcomes

declarative (knowledge of facts and data)

procedural (knowledge about how to perform a

task)

strategic (the ability to apply rules and

strategies)

(17)

O’Neill, Wainess and Baker (2005)

CRESST model identified five “families of

cognitive demands”:

content specific

content understanding

problem solving

content independent

collaboration / teamwork

communication

(18)

Wouters et al (2009)

Identified four different kinds of outcome

that games might have –

cognitive outcomes - knowledge and

cognitive skills

motor skills

affective outcomes

(19)

Our categorisation of outcomes

knowledge acquisition/content understanding

perceptual and cognitive skills

affective, motivational and physiological

outcomes

behaviour change

motor skills

(20)

Diverse range of papers found

Papers focusing on entertainment games (64)

 Questionnaire studies/ development of models of time spent playing

games/ game playing patterns/reasons for playing entertainment games

 Validation studies of measures of engagement (flow, immersion)

 Experimental studies of immersion in games, physiological responses  Experimental studies examining perceptual and cognitive benefits of

playing games

 Studies evaluating use of entertainment games for learning

Papers focusing on games for learning (52)

 Evaluations of the effectiveness of specific GBL in supporting learning  Studies examining pedagogical variables which influence effectiveness of

games for learning

Papers focusing on games for behaviour change (8)

 evaluations of the effectiveness of specific games in supporting behaviour

(21)

Affective and motivational

outcomes

Most of the papers categorised under affective

and motivational outcomes looked at aspects

of motivation and engagement in playing

games

Digital games are clearly highly engaging, but

engagement is a somewhat elusive and

underspecified construct

Engagement/enjoyment is an outcome of

(22)

Indicators of engagement in games

numbers of people who play games

the amount of money spent on games

models of amount of time spent playing

games/patterns of playing games (TAM model;

addiction)

models of reasons for playing games (U&G

theory)

the games that people play

subjective enjoyment of games - questionnaire

measures

(23)

Models of time spent playing

games

Reasons for playing games: U&G theory identified competition,

challenge, social interaction, diversion, fantasy and arousal (Lucas and Sherry, 2004); applying U&G to sports games, Kim and Ross (2006) identified knowledge application, fantasy and identification with sport

TAM theory: social variables (social norms and critical mass)

were more important than traditional TAM variables (perceived ease of use and perceived usefulness) in predicting time spent playing entertainment games (Hsu and Lu, 2004)

Self-regulatory mechanisms (relieving boredom, reducing

loneliness, passing the time, providing an escape) are important in controlling amount of time spent playing games; the

(24)

Studies of flow, immersion and

presence

Immediate feelings of enjoyment and

engagement experienced while playing

games

Flow relates to the activity

Presence relates to the technology

(25)

EGameflow: Fu, Su and Yu (2005)

Sweetser & Wyeth’s model of GameFlow

provided an integrated account of enjoyment of

entertainment games.

Included eight dimensions: challenge, player

skills, concentration, control, goal clarity,

feedback, immersion and social interaction.

Fu, Su and Yu (2005) added a knowledge

(26)

Immersion (Jennett et al

,

2008)

term used to describe the extreme involvement and

enjoyable feelings experienced while playing computer

games.

but lack of clarity concerning precisely what immersion

means

series of experimental studies designed to develop

better questionnaire measures of immersion (subjective

measures) as well as exploring the possibility of

(27)

Immersion

Questionnaire

(Jennett et

al

,

2008)

A validation study identified 5 factors underlying the immersion experience questionnaire. These were 3 person related factors  cognitive involvement: “How much effort did you put into

playing the game?”

real world dissociation: “To what extent was your sense of being in the game environment stronger than your sense of being in the real world?

emotional involvement: “To what extent did you feel emotionally attached to the game?”

and 2 game related factors

challenge: “To what extent did you find the game challenging?”  control: “To what extent did you feel as though you were

(28)

Immersion (Jennett et al

,

2008)

 Predicted that participation in an immersive task would reduce the

ability of players to subsequently “re-engage” with the real world and this could be measured by their performance on the subsequent

task.

 Time taken to complete the subsequent (Tangram) task was longer

following the immersive game (Half-life) than following the non-immersive task (“square clicking”).

 Interesting point: participants rated “square clicking” as quite

immersive!

 Participants’ eye movements significantly increased over time in a

non-immersive condition but significantly decreased over time in an immersive condition. In an immersive game eye movements will decrease as players’ attention becomes more focused on visual components relevant to the game.

(29)

Presence (Weibel, Wissmath,

Habegger, Steiner and Groner,

2008)

 Presence refers to a strong “feeling of being there", a feeling of

actually being present in the virtual scenario that is being depicted in the game.

 Weibel et al found that the three constructs, presence, flow

(smooth and automatic running and adsorption) and enjoyment, were all strongly positively correlated while playing adventure game, Neverwinternights. Regression analysis confirmed that flow mediated the relationship between presence and enjoyment, i. e. presence leads to flow and that leads to enjoyment.

 Participants who played against a human-controlled opponent

reported stronger experiences of presence, flow and enjoyment than participants who played against computer-controlled

(30)

Are more technologically advanced and

violent games more engaging?

 Ivory and Kalyanaraman (2007) found that more recent, more

technologically advanced games led to increased feelings of engagement and involvement (attention to the game, focus on the game, emotions experienced and physiological arousal which was measured by skin conductance and self-ratings of

excitement). This finding would appear to justify the development of increasingly realistic games.

 Ivory and Kalyanaraman also compared measures of presence

(31)

Role of violent content in player

motivation and immersion

 Przybyski, Ryan and Rigby (2009) predicted that enjoyment of,

value of and immersion in games are predicted by players’ needs for competence, autonomy and relatedness.

 They carried out two surveys and six experiments to examine

whether violent game content further predicts player enjoyment, value and immersion in games.

 Player ratings of enjoyment and value in games and desire for

future play were strongly correlated with needs for competence and autonomy.

 Violent content did not further predict enjoyment and value in

games and desire for future play, nor was it related to player needs variables (competence and autonomy).

 Violent content did not lead to more enjoyment compared with

(32)

Engagement and learning

Many of the features that make games

engaging also support effective learning.

Gentile and Gentile (2008): violent video

games systematically and effectively use

educational principles of learning,

(33)

Gentile and Gentile (2008):

games incorporate 7 principles of

effective learning

(

1) games should have clear objectives, at multiple levels of difficulty and should adapt to the prior knowledge, skills and pace of each learner

(2) games require learning to be active with practice and feedback to the point of mastery.

(3) knowledge and skills should be over-learned so that they become automatic (4) games should include both intrinsic and extrinsic motives. Motivational theory

tends to emphasise the importance of intrinsic motivation to effective learning. (5) activities in video games should be presented in levels of increasing difficulty,

complexity or pace, with skills at lower levels prerequisites for higher levels. This is especially true for technical and game skills.

(6) video games encourage a close-to-optimal combination of massed and distributed practice

(34)

Online games promote higher level

reasoning and argument skills

Steinkuehler and Duncan (2009) analysed the scientific

reasoning skills displayed by players in their contributions

to the online discussion boards while they played the

popular online game, World of Warcraft (WoW).

They found qualitative evidence that players engage in

high-level discussions and arguments in these fora such

as using data and argument, building on others’ ideas and

using system based reasoning.

Conclusion: games which were designed for

(35)

Impact of gaming on perceptual and

cognitive skills

There is strong evidence that playing generic entertainment

games leads to improvements in visual perceptual skills.

Green and Bavelier (2006) found that games players

performed much more accurately on an enumeration task,

where an array of squares is flashed up quickly on a

screen.

There is a sharp drop in performance on enumeration

tasks once a critical number of squares is reached

(typically about four). The critical number is two more for

VGPS than NVGPs.

VGPS were also better than NVGPs at tracking multiple

(36)

Extent of the impact of games on

perceptual and cognitive abilities

 Boot, Kramer, Simons, Fabiani and Gratton (2008) compared

performance of expert game players and non-game players on tests of attention, memory and executive control.

 The cross sectional study showed that video games experts

tracked objects moving at greater speeds, performed more

accurately in a visual short-term memory test, switched between tasks more quickly, and made decisions about rotated objects more quickly and accurately.

 A number of effects that had previously been found however

were not significantly different in the current study for gamers versus non-gamers. These included performance on an

(37)

Extent of the impact of games on

perceptual and cognitive abilities

Barlett et al (2009) examined whether

playing video games helps players to

cognitively ‘‘warm-up.” They found that

playing (violent or non-violent) video games

between two trials of a cognitive test

(assessing short term working memory,

visual attention, mathematical decision

making and auditory perception) led to

(38)

Games for learning: knowledge

acquisition/content understanding

evidence of increases in knowledge acquisition and/or enjoyment in games across curricular areas

 structures in Civil engineering (Ebner and Holzinger, 2007)  vocabulary learning (Yip and Kwan, 2006)

 the operation of the heart (Cameron and Dwyer, 2005)  computer memory concepts (Papastergiou, 2009)

 the respiratory chain of the inner mitochondrial membrane

(Yaman, Nerdel and Bayrhube, 2008)

 statistics (Nte and Stephens, 2008)

(39)

Pedagogical variables influencing

effectiveness of GBL

Several authors make the point that simply introducing a game into learning will not necessarily lead to better learning.

 those with prior videogaming experience consistently performed better than those without (Orvis et al, 2008)  providing narrative structure in an ARG led to increase in

knowledge but not to a more positive attitude to collaborative learning nor more motivation for learning history (Huizenga, Admiraal, Akkerman and ten Dam, 2007)

 feedback provided to players was important in effective learning (Cameron and Dwyer, 2005)

 worked out examples had a more positive influence on the

(40)

Implicit learning

Ciavarro, Dobson and Goodman (2008)

incorporated an

implicit learning mechanism into a computer game to play ice hockey

 by penalizing aggressive behaviour or rewarding positive

behaviour (with a greater chance or scoring and winning) the “karma” mechanism aimed to change players’ behaviours to be less aggressive, although players were not explicitly

informed of this goal in the general instructions provided about how to play the game.

 implicitly rewarding good behaviour could lead to positive

(41)

Games as a new tool /methodology in studying

psychological characteristics

van Reekum and Johnstone (2004) manipulated goal

conduciveness (whether the event was congruent with the

desired goal or not) and intrinsic pleasantness (subjective

appraisals of emotional events) on physiological responses

(cardiac activity, skin conductance, skin temperature and

muscle activity and emotion self-report) while playing an

action adventure game (Xquest).

Goal conduciveness was associated with significant

autonomic effects including changes to interbeat interval,

pulse transit time, skin conductance and finger temperature

while the manipulation of intrinsic pleasantness had little

impact on physiological responses.

van Reekum and Johnstone view the computer game

(42)

Conclusions

Playing computer games leads to diverse

outcomes and impacts

Useful to develop an organising framework to

describe outcomes and impacts

Some of the strongest evidence of the impact

of games is in the area of “unintentional”

outcomes

Many of the features which make games

(43)

Areas for future research

Further exploration of links between

engagement and learning

Examine what different game genre can

offer in more detail

Explore use of computer games in social

science

Examine use of computer games as a tool

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