Skip to main content

Dynamic “Participative Rules” in Serious Games, New Ways for Evaluation?

  • Conference paper
Social Informatics (SocInfo 2012)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7710))

Included in the following conference series:

  • 2840 Accesses

Abstract

Rules are used by Computer Games to evaluate losses, gains, changing items and actions of the players. In addition, they reinforce realism and playability, especially in training situations where Knowledge is complex and expert (e.g. best practices acquisition in crisis management, decision making in complex socio-technical systems…). To evaluate items and actions, we propose a dynamic solution using “participative rules”. In this approach, based on Computer Supported Cooperative Work and Knowledge Engineering, the rules base is directly generated from a special discussion forum which contains successive versions of the textual rules continuously discussed and co-built by the designers’ community, in strong relation with the players’ community. This paper resumes a “Work in progress” recently presented with more details [1] to the Game Community, but it extends it by adding the point that, beyond the ”Serious Games” field, the notion of “participative rule” that we are exploring, could interest more broadly Human and Social Scientists who seek new ways towards effective evaluation methods.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. El Mawas, N., Cahier, J.-P., Bénel, A.: Serious games for expertise training. In: 17th Int. Computer Games Conf. CGame 2012, Saint-Louis, USA, July 30 (2012)

    Google Scholar 

  2. Matta, M., Loriette, S., Cahier, J.-P., et al.: Representing experience on Road accident Management. In: IEEE 21st International WETICE Conference, 2nd CT2CM track (Collaborative Technology for Coordinating Crisis Management), Toulouse, France, June 25-27 (2012)

    Google Scholar 

  3. Blunt, R. (2009). Do serious games work? Results from three studies. eLearn. Magazine (December 1, 2009)

    Google Scholar 

  4. Ibrahim, R., Jaafar, A.: Using educational games in learning introductory programming: A pilot study on students’ perceptions. In: Conf. IADIS Game and Entertainment Technologies 2010 Freiburg, Germany, July 27 (2010)

    Google Scholar 

  5. Natkin, S., Dupire, J. (eds.): Entertainment Computing - ICEC 2009. LNCS, vol. 5709. Springer, Heidelberg (2009)

    Google Scholar 

  6. Gadamer, H.G.: Truth and method (1989); J. Weinsheimer & D. G. Marshal, Trans., 2nd rev. edn., New York, Continuum (original work published 1975)

    Google Scholar 

  7. Fabricatore, C.: Learning and Videogames: an Unexploited Synergy. In: 2000 AECT National Convention - A Recap. 2000 AECT National Convention, Long Beach, CA. Springer Science + Business Media, Secaucus (2000)

    Google Scholar 

  8. Brougère, G.: Using the Concept of Participation to Understand Intercultural Experience and Learning. In: International Seminar Research on Peace Education in Multilingual and Intercultural Contexts: the CISV Case, Modene University, Italy, March 27 (2009)

    Google Scholar 

  9. Zacklad, M.: Communities of Action: a Cognitive and Social Approach to the Design of CSCW Systems. In: Proc. of GROUP 2003, Sanibel Island, Florida, USA, pp. 190–197 (2003)

    Google Scholar 

  10. Gee, J.-P., Schaffer, D.W.: Looking where the light is bad: Video games and the future of assessment. Epistemic Group WP, no 2010-02, Univ. of Wisconsin-Madison (April 2010)

    Google Scholar 

  11. Protopsaltis, A., Pannese, L., Pappa, D., Hetzner, S., et al.: Serious Games and Formal and Informal Learning. eLearning Papers (25) (Juillet 2011)

    Google Scholar 

  12. Frasca, G.: Videogames of the oppressed: Videogames as a means for critical thinking and debate. PhD report, Georgia Institute of Technology (April 2001)

    Google Scholar 

  13. Riel, M.: Cross-classroom collaboration in global learning circles. In: Star, S. (ed.) The Cultures of Computing. Blackwell, Oxford (1995)

    Google Scholar 

  14. Ehn, P.: Participatory Design and the Collective Designer. In: Badham, R. (ed.) Proceedings of Participatory Design 2002, Malmö, June 23-25 (2002)

    Google Scholar 

  15. Winograd, T., Flores, F.: Understanding Computers and Cognition. Addison-Wesley, USA (1986)

    Google Scholar 

  16. Cahier, J.-P., Zaher, L.H., Leboeuf, J.-P., Pétard, X., Guittard, C.: Experimentation of a socially constructed Topic Map. In: 6th Ann. Conf. EurAM, Paper Session, 4 - Concepts and Practices of Organisational Learning, May 16-20, Oslo, Norway (2006)

    Google Scholar 

  17. Bénel, A., Zhou, C., Cahier, J.-P.: Beyond Web 2.0... And beyond the Semantic Web. In: Randall, D., Salembier, P., et al. (eds.) From CSCW to Web 2.0: European Developments in Collaborative Design, pp. 155–171. Springer, London (2010)

    Chapter  Google Scholar 

  18. O’Reilly, T.: What is web 2.0: Design patterns and business models for the next generation of software. Social Science Research Network (2005)

    Google Scholar 

  19. Zhou, C., Bénel, A., Lejeune, C.: Towards a standard protocol for community-driven organizations of knowledge. In: Proceedings of the Thirteenth International Conference on Concurrent Engineering. Frontiers in Artificial Intelligence and Applications, vol. 143, pp. 438–449. IOS Press (2006)

    Google Scholar 

  20. Simmel, G.: The Sociology of Conflict. American Journal of Sociology (1903)

    Google Scholar 

  21. Goody, J.: The Domestication of the Savage Mind. Cambridge University Press (1977)

    Google Scholar 

  22. Levy, P.: Collective Intelligence: Mankind’s Emerging World in Cyberspace, 1st edn. La Découverte, Paris (1994); Translator, Bononno, R. (1999)

    Google Scholar 

  23. Star, S.L., Griesemer, J.: Institutionnal ecology, ‘Translations’ and Boundary objects: amateurs and professionals on Berkeley’s museum of vertrebate zoologie. Social Studies of Science 19(3), 387–420 (1989)

    Article  Google Scholar 

  24. Vinck, D., Jeantet, A., Laureillard, P.: Objects and Other Intermediaries in the Sociotechnical Process of Product Design: an exploratory approach. In: Perrin, J., Vinck, D. (eds.) The Role of Design in the Shaping of Technology, COST A4 Social Sciences, Bruxelles, vol. 5, pp. 297–320. EC Directorate General Science R&D (1996)

    Google Scholar 

  25. Patton, M.Q.: Qualitative evaluation and research methods. Sage, London (1990)

    Google Scholar 

  26. Greene, J., Caracelli, V. (eds.): Advances in mixed-method evaluation: The challenges and benefits of integrating diverse paradigms. New directions./br evaluation, vol. 74. Jossey Bass, San Francisco (1997)

    Google Scholar 

  27. Maris, V., Béchet, A.: From Adaptive Management to Adjustive Management: A Pragmatic Account of Biodiversity Values. Conservation Biology 24, 966–973 (2010)

    Article  Google Scholar 

  28. Cahier, J.-P., Zacklad, M.: Towards a Knowledge-Based Marketplace model (KBM) for cooperation between agents. In: Proc. COOP 2002 Conference, June 4-7, IOS Press, St. Raphael (2002)

    Google Scholar 

  29. Simmel, G.: The Philosophy of Money. In: Frisby, D. (ed.) (1907)

    Google Scholar 

  30. Boltanski, L., Thévenot, L.: On Justification: Economies of Worth. Princeton Studies in Cultural Sociology (2006); Transl., Porter, C. (1st publication: Gallimard 1991)

    Google Scholar 

  31. Orléan, A.: L’empire de la valeur. Refonder l’économie, Paris, Le Seuil, coll. La couleur des idées (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Cahier, JP., El Mawas, N., Bénel, A. (2012). Dynamic “Participative Rules” in Serious Games, New Ways for Evaluation?. In: Aberer, K., Flache, A., Jager, W., Liu, L., Tang, J., Guéret, C. (eds) Social Informatics. SocInfo 2012. Lecture Notes in Computer Science, vol 7710. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-35386-4_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-35386-4_16

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-35385-7

  • Online ISBN: 978-3-642-35386-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics