Skip to main content

2016 | OriginalPaper | Buchkapitel

Towards Computer-Supported Self-debriefing of a Serious Game Against Cyber Bullying

verfasst von : Olga De Troyer, Anas Helalouch, Christophe Debruyne

Erschienen in: Games and Learning Alliance

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

It is argued that reflecting on the in-game performance in a serious game is important for facilitating learning transfer. A way to facilitate such a reflection is by means of a so-called debriefing phase. However, a human facilitated debriefing is expensive, time consuming and not always possible. Therefore, an automatic self-debriefing facility for serious games would be desirable. However, a general approach for creating such an automatic self-debriefing system for serious games doesn’t exist. As a first step towards the development of such a framework, we targeted a specific type of serious games, i.e., games displaying realistic behavior and having multiple possible paths to a solution. In addition, we decided to start with the development of a debriefing system for a concrete case, a serious game about cyber bullying in social networks. In particular, in this paper, we focus on different visualizations that could be used for such an automatic debriefing. We combined a textual feedback with three different types of visualizations. A prototype was implemented and evaluated with the goal of comparing the three visualizations and gathering first feedback on the usability and effectiveness. The results indicate that the visualizations did help the participants in having a better understanding of the outcome of the game and that there was a clear preference for one of the three visualizations.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Peters, V.A.M., Vissers, G.A.N.: A simple classification model for debriefing simulation games. Simul. Gaming 35(1), 70–84 (2004)CrossRef Peters, V.A.M., Vissers, G.A.N.: A simple classification model for debriefing simulation games. Simul. Gaming 35(1), 70–84 (2004)CrossRef
2.
Zurück zum Zitat Fanning, R.M., Gaba, D.M.: The role of debriefing in simulation-based learning. Simul. Healthc. 2(2), 115–125 (2007)CrossRef Fanning, R.M., Gaba, D.M.: The role of debriefing in simulation-based learning. Simul. Healthc. 2(2), 115–125 (2007)CrossRef
3.
Zurück zum Zitat Crookall, D.: Serious games, debriefing, and simulation/gaming as a discipline. Simul. Gaming 41(6), 898–920 (2010)CrossRef Crookall, D.: Serious games, debriefing, and simulation/gaming as a discipline. Simul. Gaming 41(6), 898–920 (2010)CrossRef
4.
Zurück zum Zitat Verpoorten, D., Westera, W., Specht, M.: Reflection amplifiers in online courses: a classification framework. J. Interact. Learn. Res. 22, 167–190 (2011) Verpoorten, D., Westera, W., Specht, M.: Reflection amplifiers in online courses: a classification framework. J. Interact. Learn. Res. 22, 167–190 (2011)
5.
Zurück zum Zitat Winne, P.H.: Experimenting to bootstrap self-regulated learning. J. Educ. Psychol. 89(3), 397–410 (1997)CrossRef Winne, P.H.: Experimenting to bootstrap self-regulated learning. J. Educ. Psychol. 89(3), 397–410 (1997)CrossRef
6.
Zurück zum Zitat Cebolledo, E., De Troyer, O.: Modelling social network interactions in games. In: Intelligent Narrative Technologies and Social Believability in Games: Papers from the AIIDE 2015 Joint Workshop, pp. 82–88 (2015) Cebolledo, E., De Troyer, O.: Modelling social network interactions in games. In: Intelligent Narrative Technologies and Social Believability in Games: Papers from the AIIDE 2015 Joint Workshop, pp. 82–88 (2015)
7.
Zurück zum Zitat Vig, J., Sen, S., Riedl, J.: Tagsplanations: explaining recommendations using tags. In: Proceedings of the 14th International Conference on Intelligent User Interfaces, pp. 47–56 (2009) Vig, J., Sen, S., Riedl, J.: Tagsplanations: explaining recommendations using tags. In: Proceedings of the 14th International Conference on Intelligent User Interfaces, pp. 47–56 (2009)
8.
Zurück zum Zitat Medler, B., Magerko, B.: Analytics of play: using information visualization and gameplay practices for visualizing video game data. Parsons J. Inf. Mapp. 3(1), 1–12 (2011) Medler, B., Magerko, B.: Analytics of play: using information visualization and gameplay practices for visualizing video game data. Parsons J. Inf. Mapp. 3(1), 1–12 (2011)
9.
Zurück zum Zitat Wallner, G., Kriglstein, S.: Visualization-based analysis of gameplay data – a review of literature. Entertain. Comput. 4(3), 143–155 (2013)CrossRef Wallner, G., Kriglstein, S.: Visualization-based analysis of gameplay data – a review of literature. Entertain. Comput. 4(3), 143–155 (2013)CrossRef
10.
Zurück zum Zitat Medler, B., John, M., Lane, J.: Data cracker: developing a visual game analytic tool for analyzing online gameplay. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2365–2374 (2011) Medler, B., John, M., Lane, J.: Data cracker: developing a visual game analytic tool for analyzing online gameplay. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2365–2374 (2011)
11.
Zurück zum Zitat Hoobler, N., Humphreys, G., Agrawala, M.: Visualizing competitive behaviors in multi-user virtual environments. In: Proceedings of the Conference on Visualization 2004, pp. 163–170 (2004) Hoobler, N., Humphreys, G., Agrawala, M.: Visualizing competitive behaviors in multi-user virtual environments. In: Proceedings of the Conference on Visualization 2004, pp. 163–170 (2004)
12.
Zurück zum Zitat Andersen, E., Liu, Y.-E., Apter, E., Boucher-Genesse, F., Popovic, Z.: Gameplay analysis through state projection. In: Proceedings of the 5th International Conference on the Foundations of Digital Games, pp. 1–8 (2010) Andersen, E., Liu, Y.-E., Apter, E., Boucher-Genesse, F., Popovic, Z.: Gameplay analysis through state projection. In: Proceedings of the 5th International Conference on the Foundations of Digital Games, pp. 1–8 (2010)
13.
Zurück zum Zitat Harpstead, E., Myers, B., Aleven, V.: In search of learning: facilitating data analysis in educational games. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 79–88 (2013) Harpstead, E., Myers, B., Aleven, V.: In search of learning: facilitating data analysis in educational games. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 79–88 (2013)
14.
Zurück zum Zitat Nicholson, S.: Completing the experience: debriefing in experiential educational games. Syst. Cybern. Inf. 11(6), 27–31 (2013) Nicholson, S.: Completing the experience: debriefing in experiential educational games. Syst. Cybern. Inf. 11(6), 27–31 (2013)
15.
Zurück zum Zitat Cleophas, C.: Designing serious games for revenue management training and strategy development. In: Proceedings of the 2012 Winter Simulation Conference, pp. 140:1–140:12 (2012) Cleophas, C.: Designing serious games for revenue management training and strategy development. In: Proceedings of the 2012 Winter Simulation Conference, pp. 140:1–140:12 (2012)
16.
Zurück zum Zitat Pavlov, O.V., Saeed, K., Robinson, L.W.: Improving instructional simulation with structural debriefing. Simul. Gaming 46(3–4), 383–403 (2015)CrossRef Pavlov, O.V., Saeed, K., Robinson, L.W.: Improving instructional simulation with structural debriefing. Simul. Gaming 46(3–4), 383–403 (2015)CrossRef
17.
Zurück zum Zitat Cebolledo, E., Troyer, O.: iATTAC: a system for autonomous agents and dynamic social interactions – the architecture. In: Göbel, S., Ma, M., Baalsrud Hauge, J., Oliveira, M.F., Wiemeyer, J., Wendel, V. (eds.) JCSG 2015. LNCS, vol. 9090, pp. 135–146. Springer, Heidelberg (2015). doi:10.1007/978-3-319-19126-3_12 CrossRef Cebolledo, E., Troyer, O.: iATTAC: a system for autonomous agents and dynamic social interactions – the architecture. In: Göbel, S., Ma, M., Baalsrud Hauge, J., Oliveira, M.F., Wiemeyer, J., Wendel, V. (eds.) JCSG 2015. LNCS, vol. 9090, pp. 135–146. Springer, Heidelberg (2015). doi:10.​1007/​978-3-319-19126-3_​12 CrossRef
18.
Zurück zum Zitat Reiss, S.: The Normal Personality: A New Way of Thinking About People. Cambridge University Press, Cambridge (2008)CrossRef Reiss, S.: The Normal Personality: A New Way of Thinking About People. Cambridge University Press, Cambridge (2008)CrossRef
19.
Zurück zum Zitat Berne, E.: Transactional Analysis in Psychotherapy: A Systematic Individual and Social Psychiatry. Ravenio Books, Helsinki (2016) Berne, E.: Transactional Analysis in Psychotherapy: A Systematic Individual and Social Psychiatry. Ravenio Books, Helsinki (2016)
20.
Zurück zum Zitat Lazar, J., Feng, J., Hochheiser, H.: Research Methods in Human Computer Interaction. Wiley, Hoboken (2010) Lazar, J., Feng, J., Hochheiser, H.: Research Methods in Human Computer Interaction. Wiley, Hoboken (2010)
21.
Zurück zum Zitat Brooke, J.: SUS - a quick and dirty usability scale. Usability Eval. Ind. 189(194), 4–7 (1996) Brooke, J.: SUS - a quick and dirty usability scale. Usability Eval. Ind. 189(194), 4–7 (1996)
Metadaten
Titel
Towards Computer-Supported Self-debriefing of a Serious Game Against Cyber Bullying
verfasst von
Olga De Troyer
Anas Helalouch
Christophe Debruyne
Copyright-Jahr
2016
DOI
https://doi.org/10.1007/978-3-319-50182-6_34