Learning results and terminal values from the players of SimCity and The Sims

ABSTRACT Most research on the topic conducted in the past did not elaborate in depth on the attributes of games that correspond to specific learning results. In this study, the means-end chain theory has been adopted as the theoretical basis to focus on the players of SimCity and The Sims (two of the most representative titles of the simulation game genre) as the subjects of the research. Through in-depth interviews conducted using the Soft Laddering approach, the study aims to examine the key attributes that would trigger learning results for players when playing games and the terminal values that the players would experience internally. The study also featured group comparison of subjects based on their gender. Results of the study showed that gamers still emphasise on the key aspects of Simulated reality and Self-created game content for simulation games. These two attributes have been found to lead to the learning results of Gain authentic experience and Cultivate imagination and creativity, ultimately leading to the terminal value of Sense of accomplishment.

[1]  R. Sternberg,et al.  The concept of creativity: Prospects and paradigms. , 1998 .

[2]  Robert K. Yin,et al.  Qualitative Research from Start to Finish , 2010 .

[3]  J. Howard Consumer Behavior In Marketing Strategy , 1989 .

[4]  K. Robinson,et al.  The Element: How Finding Your Passion Changes Everything , 2008 .

[5]  Alexander Verbraeck,et al.  Controlling Simulation Games Through Rule-Based Scenarios , 2006, Proceedings of the 2006 Winter Simulation Conference.

[6]  M. Lombard,et al.  Content Analysis in Mass Communication: Assessment and Reporting of Intercoder Reliability , 2002 .

[7]  Vero Vanden Abeele,et al.  Motivation profiles of online Poker players and the role of interface preferences: A laddering study among amateur and (semi-) professionals , 2014, Comput. Hum. Behav..

[8]  Mike Walsh,et al.  Narrative pedagogy and simulation: future directions for nursing education. , 2011, Nurse education in practice.

[9]  T. J. Reynolds,et al.  Laddering theory, method, analysis, and interpretation. , 2001 .

[10]  B. D. Coller,et al.  Effectiveness of using a video game to teach a course in mechanical engineering , 2009, Comput. Educ..

[11]  Marina Papastergiou,et al.  Exploring the potential of computer and video games for health and physical education: A literature review , 2009, Comput. Educ..

[12]  K. Russo,et al.  Segregation--the perspectives of young patients and their parents. , 2006, Journal of cystic fibrosis : official journal of the European Cystic Fibrosis Society.

[13]  Charles E. Hughes,et al.  Applying Mixed Reality to Entertainment , 2002, Computer.

[14]  Herre van Oostendorp,et al.  A meta-analytic review of the role of instructional support in game-based learning , 2013, Comput. Educ..

[15]  K. Grunert,et al.  Measuring subjective meaning structures by the laddering method: Theoretical considerations and methodological problems , 1995 .

[16]  Jan H. G. Klabbers The gaming landscape: a taxonomy for classifying games and simulations , 2003, DiGRA Conference.

[17]  Diana G. Oblinger,et al.  The Next Generation of Educational Engagement , 2004 .

[18]  Anissa All,et al.  Assessing the effectiveness of digital game-based learning: Best practices , 2016, Comput. Educ..

[19]  Ya-Ting Carolyn Yang,et al.  Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation , 2012, Comput. Educ..

[20]  Katrin Becker,et al.  Digital game-based learning once removed: Teaching teachers , 2007, Br. J. Educ. Technol..

[21]  Scott L. Hunsaker Outcomes of Creativity Training Programs , 2005 .

[22]  Marina Papastergiou,et al.  Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..

[23]  D. Gutmann The Human Elder in Nature, Culture, and Society , 1997 .

[24]  John V. Dempsey,et al.  Instructional Applications of Computer Games. , 1996 .

[25]  Simon Egenfeldt-Nielsen Overview of research on the educational use of video games , 2006 .

[26]  dkk Donald Ary Introduction to research in education , 1972 .

[27]  Nathan Bos,et al.  WHAT DO GAME DESIGNERS KNOW ABOUT SCAFFOLDING ? BORROWING SIMCITY DESIGN PRINCIPLES FOR EDUCATION , 2001 .

[28]  T. D. Wilson,et al.  Review of: Berg, Bruce L. Qualitative research methods for the social sciences, 6th ed. Boston, MA: Allyn and Bacon, 2007 , 2008, Inf. Res..

[29]  P. Adams Teaching and Learning with SimCity 2000 , 1998 .

[30]  Li-Chun Wang,et al.  The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning , 2010 .

[31]  John Kirriemuir,et al.  Use of Computer and Video Games in the Classroom , 2003, DiGRA Conference.

[32]  E. Saito,et al.  Changing pedagogical styles: a case study of The Trading Game in a Japanese university , 2011 .

[33]  Robert Heinich,et al.  Instructional Media and Technologies for Learning , 1996 .

[34]  Alexander Verbraeck,et al.  The Real-Time Global Supply Chain Game: New Educational Tool for Developing Supply Chain Management Professionals , 2006, Transportation Journal.

[35]  C. Shalley,et al.  The Effects of Personal and Contextual Characteristics on Creativity: Where Should We Go from Here? , 2004 .

[36]  Siong Choy Chong,et al.  An explorative study of shopper-based salient e-servicescape attributes: A Means-End Chain approach , 2014, Int. J. Inf. Manag..

[37]  Jinwoo Kim,et al.  Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents , 2004, Cyberpsychology Behav. Soc. Netw..

[38]  Kimberly A. Neuendorf,et al.  The Content Analysis Guidebook , 2001 .

[39]  D. Nutt,et al.  The Sims: Real Life as Genre , 2003 .

[40]  J. Gutman A Means-End Chain Model Based on Consumer Categorization Processes , 1982 .

[41]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[42]  B. Hommel,et al.  The (b)link between creativity and dopamine: Spontaneous eye blink rates predict and dissociate divergent and convergent thinking , 2010, Cognition.

[43]  Navonil Mustafee,et al.  A game-based approach towards facilitating decision making for perishable products: An example of blood supply chain , 2014, Expert Syst. Appl..

[44]  J. Powis,et al.  [The quiet revolution]. , 1982, Josanpu zasshi = The Japanese journal for midwife.

[45]  Yu-Ling Lin,et al.  A study on the goal value for massively multiplayer online role-playing games players , 2011, Comput. Hum. Behav..

[46]  Kenneth M. Eades,et al.  Best Practices in Estimating the Cost of Capital: Survey and Synthesis , 1998 .

[47]  P. Wouters,et al.  A meta-analysis of the cognitive and motivational effects of serious games , 2013 .

[48]  Rolf Kretschmann Digital Sport-Management Games and Their Contribution to Prospective Sport-Managers’ Competence Development , 2012 .

[49]  K. Annan,et al.  The Quiet Revolution , 1998 .

[50]  David C. Lane,et al.  On a Resurgence of Management Simulations and Games , 1995 .

[51]  Howard E. Aldrich,et al.  The pervasive effects of family on entrepreneurship: toward a family embeddedness perspective , 2003 .

[52]  Ivan Poupyrev,et al.  The MagicBook - Moving Seamlessly between Reality and Virtuality , 2001, IEEE Computer Graphics and Applications.

[53]  Chin-Chung Tsai,et al.  The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment , 2015, Comput. Educ..

[54]  Mia Consalvo Hot Dates and Fairy-Tale Romances: Studying Sexuality in Video Games , 2013 .

[55]  George Miaoulis,et al.  Communicating a quality position in service delivery: an application in higher education , 2003 .

[56]  M. Rokeach The Nature Of Human Values , 1974 .

[57]  Judy Robertson,et al.  Computer game design: Opportunities for successful learning , 2008, Comput. Educ..

[58]  T. J. Reynolds,et al.  Understanding consumer decision making : the means-end approach to marketing and advertising strategy , 2001 .

[59]  R. B. Woodruff,et al.  Know Your Customer: New Approaches to Understanding Customer Value and Satisfaction , 1996 .

[60]  Tom Meigs,et al.  Ultimate Game Design: Building Game Worlds , 2003 .

[61]  Miguel Nussbaum,et al.  Educational Videogame Design , 2014, 2014 IEEE 14th International Conference on Advanced Learning Technologies.

[62]  Anna Craft,et al.  Creativity in Schools : Tensions and Dilemmas , 2005 .

[63]  Kelly L. Beckett,et al.  Augmented by Reality: The Pedagogical Praxis of Urban Planning as a Pathway to Ecological Thinking , 2005 .

[64]  Claudio Dondi,et al.  A methodological proposal for learning games selection and quality assessment , 2007, Br. J. Educ. Technol..

[65]  Lloyd P. Rieber,et al.  The role of meaning in interpreting graphical and textual feedback during a computer-based simulation , 1996, Comput. Educ..

[66]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[67]  M. Lepper,et al.  Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .

[68]  Alf Inge Wang,et al.  The wear out effect of a game-based student response system , 2015, Comput. Educ..

[69]  Maria Virvou,et al.  Combining Software Games with Education: Evaluation of its Educational Effectiveness , 2005, J. Educ. Technol. Soc..

[70]  D. Shaffer Pedagogical Praxis: The Professions as Models for Postindustrial Education , 2004, Teachers College Record: The Voice of Scholarship in Education.

[71]  Mark Stansfield,et al.  Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level , 2011, Comput. Educ..

[72]  N. Denzin,et al.  The Landscape of Qualitative Research , 2012 .

[73]  Martin Ebner,et al.  Successful implementation of user-centered game based learning in higher education: An example from civil engineering , 2007, Comput. Educ..

[74]  J. Barnes Qualitative research from start to finish (2nd edn.) , 2017, Neuropsychological rehabilitation.

[75]  Bryan P. Bergeron,et al.  Developing serious games , 2006 .

[76]  Jan G. Hogle Considering Games as Cognitive Tools: In Search of Effective "Edutainment" , 1996 .

[77]  Olga Dziabenko,et al.  Aspects of Game-Based Learning , 2003 .

[78]  Spencer Benson,et al.  Learning with Invisible Others: Perceptions of Online Presence and their Relationship to Cognitive and Affective Learning , 2005, J. Educ. Technol. Soc..

[79]  Douglas B. Clark,et al.  Digital Games, Design, and Learning , 2016, Review of educational research.

[80]  Gerard J. Puccio,et al.  Creative Problem Solving Preferences: Their Identification and Implications , 1999 .

[81]  Liyan Song,et al.  Digital Game-Based Learning , 2014 .

[82]  Stephen M. Alessi,et al.  Multimedia for Learning: Methods and Development , 2000 .

[83]  PapastergiouMarina Digital Game-Based Learning in high school Computer Science education , 2009 .

[84]  John Leddo An Intelligent Tutoring Game To Teach Scientific Reasoning. , 1996 .

[85]  Ephemeral games : Is it barbaric to design videogames after Auschwitz ? , 2001 .