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Veerkracht 2.0

Embodied Interactions in a Servant-Leadership Game

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8264))

Abstract

Veerkracht is a game for servant-leadership development. Although the first version of the game already provided a rather authentic environment for professional training, some players reported that it did not sufficiently provide the rich and meaningful interaction required to practice leadership skills. To revise the game we took inspiration from the literature on embodied cognition and added embodied interactions with non-player characters. An evaluation of the revised game, Veerkracht 2.0, yielded significant increases in some of the learning effects when compared to the original game. Further analysis showed that the increased learning was to a large extent due to the revised (embodied) interactions in the game. We concluded that, although some questions remain unanswered, embodied cognition seems a promising area of research for improving game designs and game design theories.

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© 2014 Springer International Publishing Switzerland

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Kortmann, R., van Daalen, E., Mayer, I., Bekebrede, G. (2014). Veerkracht 2.0 . In: Meijer, S.A., Smeds, R. (eds) Frontiers in Gaming Simulation. ISAGA 2013. Lecture Notes in Computer Science, vol 8264. Springer, Cham. https://doi.org/10.1007/978-3-319-04954-0_6

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  • DOI: https://doi.org/10.1007/978-3-319-04954-0_6

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-04953-3

  • Online ISBN: 978-3-319-04954-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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