Skip to main content

Game Mastering in Collaborative Multiplayer Serious Games

  • Conference paper
E-Learning and Games for Training, Education, Health and Sports (Edutainment 2012, GameDays 2012)

Abstract

The concept of computer-supported collaborative learning (CSCL) emergedmore than twenty years ago and has developed various shapes since. Also, the concept of Serious Games has been established during the last years as an alternative and a supplement to traditional learning methods. Serious Games can be used in self-regulated learning scenarios and a variety of successful Serious Games exist today with target groups ranging from preschool to adolescents. Gamebased CSCL approaches are emerging during the last years. However, although it is clear that the role of the instructor is of utmost importance in collaborative learning scenarios, only few concepts exist to support the instructor in game-based CSCL environments.

In this paper, we propose a novel concept for the support of instructors in their role as a “Game Master” in collaborative Serious Games. Our concept aims at supporting the instructor by defining necessary information about players, the group and the interactions between group members. It also defines controlling methods and necessary interfaces in order to provide the instructor with the necessary elements to control/steer a game during runtime. We created a framework from our conceptual work and implemented our concept as an extension to an existing Serious Game for training of collaboration skills.

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 49.99
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. Hämäläinen, R.: Designing and Evaluating Collaboration in a Virtual Game Environment for Vocational Learning. Computers & Education 50(1), 98–109 (2006)

    Article  Google Scholar 

  2. Wong, W.L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H., Wang, H., Ritterfeld, U.: Serious Video Game Effectiveness. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, pp. 49–55. ACM (2007)

    Google Scholar 

  3. McFarlane, A., Sparrowhawk, A., Heald, Y.: Report on the Educational Use of Games: an Exploration by TEEM of the Contribution which Games Can Make to the Education Process. Technical report, TEEM, Cambridgeshire, UK (2002)

    Google Scholar 

  4. Sandford, R., Williamson, B.: Games and Learning. In: A Handbook. FutureLab, Bristol (2005)

    Google Scholar 

  5. Dillenbourg, P., Järvelä, S., Fischer, F.: The Evolution of Research on Computer-Supported Collaborative Learning. In: Tech.-enhanced Learning, pp. 3–19 (2009)

    Google Scholar 

  6. Dillenbourg, P., Jermann, P.: Technology for Classroom Orchestration. New Science of Learning, 525–552 (2010)

    Google Scholar 

  7. Hämäläinen, R., Oksanen, K.: Challenge of Supporting Vocational Learning: Empowering Collaboration in a Scripted 3D Game - How Does Teachers’ Real-time Orchestration Make a Difference? Comp. and Educ. 59, 281–293 (2012)

    Article  Google Scholar 

  8. Wendel, V., Gutjahr, M., Göbel, S., Steinmetz, R.: Designing Collaborative Multiplayer Serious Games for Collaborative Learning. In: Proceedings of the CSEDU 2012 (2012)

    Google Scholar 

  9. Squire, K.: Video Games in Education. International Journal of Intelligent Simulations and Gaming 2(1), 49–62 (2003)

    Google Scholar 

  10. Herz, J.C.: Gaming the System: What Higher Education Can Learn From Multiplayer Online Worlds. In: The Internet and the University: Forum, pp. 169–291 (2001)

    Google Scholar 

  11. Delwiche, A.: Massively Multiplayer Online Games (MMOs) in the New Media Classroom. Educational Technology & Society 9(3), 160–172 (2006)

    Google Scholar 

  12. Mansour, S., El-Said, D.M.: Multi-Players Role- Playing Educational Serious Games: A Link between Fun and Learning. The International Journal of Learning 15(11), 229–240 (2008)

    Google Scholar 

  13. Steinkuehler, C.A.: Learning in Massively Multiplayer Online Games. In: ICLS 2004: Proceedings of the 6th International Conference on Learning Sciences, pp. 521–528. International Society of the Learning Sciences (2004)

    Google Scholar 

  14. Wang, A.I., Øfsdahl, T., Mørch-Storstein, O.K.: Collaborative Learning Through Games–Characteristics, Model, and Taxonomy. Online (2009)

    Google Scholar 

  15. De Wever, B., Van Keer, H., Schellens, T., Valcke, M.: Structuring Asynchronous Discussion Groups: the Impact of Role Assignment and Self-assessment on Students’ Levels of Knowledge Construction Through Social Negotiation. Journal of Computer Assisted Learning 25(2), 177–188 (2009)

    Article  Google Scholar 

  16. Zea, N.P., Sánchez, J.L.G., Gutiérrez, F.L., Cabrera, M.J., Paderewski, P.: Design of Educational Multiplayer Videogames: A Vision From Collaborative Learning. Advances in Engineering Software 40(12), 1251–1260 (2009)

    Article  MATH  Google Scholar 

  17. Kollar, I.: Turning the Classroom of the Future Into the Classroom of the Present. In: The Classroom of the Future: Orchestrating Collaborative Learning Spaces, Sense, pp. 245–255 (2012)

    Google Scholar 

  18. Azevedo, R., Moos, D., Winters, F., Greene, J., Cromley, J., Olson, E., Godbole Chaudhuri, P.: Why Is Externally-Regulated Learning More Effective Than Self-Regulated Learning with Hypermedia? In: Proceeding of the 2005 Conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology, pp. 41–48. IOS Press (2005)

    Google Scholar 

  19. Kreijns, K., Kirschner, P.A., Jochems, W., Van Buuren, H.: Measuring Perceived Sociability of Computer-Supported Collaborative Learning Environments. Computers & Education 49(2), 176–192 (2007)

    Article  Google Scholar 

  20. Tychsen, A., Hitchens, M., Brolund, T., Kavakli, M.: The Game Master. In: Proceedings of the Second Australasian Conference on Interactive Entertainment, pp. 215–222. Creativity & Cognition Studios Press (2005)

    Google Scholar 

  21. Bartle, R.: Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Journal of Virtual Environments 1(1), 19 (1996)

    Google Scholar 

  22. Göbel, S., Wendel, V., Ritter, C., Steinmetz, R.: Personalized, Adaptive Digital Educational Games Using Narrative Game-Based Learning Objects. In: Zhang, X., Zhong, S., Pan, Z., Wong, K., Yun, R. (eds.) Edutainment 2010. LNCS, vol. 6249, pp. 438–445. Springer, Heidelberg (2010)

    Chapter  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

Wendel, V., Göbel, S., Steinmetz, R. (2012). Game Mastering in Collaborative Multiplayer Serious Games. In: Göbel, S., Müller, W., Urban, B., Wiemeyer, J. (eds) E-Learning and Games for Training, Education, Health and Sports. Edutainment GameDays 2012 2012. Lecture Notes in Computer Science, vol 7516. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33466-5_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-33466-5_3

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33465-8

  • Online ISBN: 978-3-642-33466-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics