Pippin Barr
Victoria University of Wellington
New Zealand
Values in Play: How Computer Games Wink, Whisper,
Shout and Shape our Gameplay Values
Computer games are likely the most influential form of software today.
Of particular interest of late have been the ways games embody values
in play. Little research exists examining how computer games might
be promoting and facilitating particular values. The user-interface
is implicated because it serves both to represent the values of gameplay,
and to mediate players’ expressions of value. This research
examines the implicit and explicit ways in which computer game interfaces
promote and mediate value expression by players. The resulting descriptive
model will help understanding of interface-related issues from academic,
game design, and cultural criticism perspectives.
Jody Clarke
Harvard University
Massachusetts, USA
Making Learning Meaningful: Using Multi-User
Virtual Environments (MUVEs) in Middle School Science
Research on gender and gaming has grown over the past decade. However,
few studies have illustrated how we can build on this research to
design and study immersive simulation environments similar to games
and developed to help students learn national standards content. Using
design-based research, my colleagues and I are studying a multi-user
virtual environment (MUVE) to help students learn science inquiry
skills and content. My research focuses on generalizable implications
for middle school science teaching of how students learn using this
MUVE. In addition to affective and learning outcomes, my study presents
implications for future research around meeting various student learning
preferences in areas such as collaboration and guidance/scaffolding.
Rebecca Hains
Temple University
Pennsylvania, USA
Negotiating girl power: Girlhood on screen and in everyday life
Depictions of strong, feminine girl heroes have become common in children’s
media, from television to video games. In response to concerns about
adolescent girls’ developmental crises, on-screen “girl
power” icons can offer pre-teens positive role models. This
dissertation explores how girls use depictions of girlhood to construct
their own identities. It is the product a year of fieldwork with over
forty diverse pre-teen informants, interviewed at after care programs,
their public library, their schools, and at home. Supplementary interviews
with parents, teachers, and caretakers provide context useful in understanding
what it means to grow up female in U.S. society today.
Elisabet Nilsson
Malmö University
Sweden
Games and Learning: experimenting with mobile
games in Swedish schools – bringing girls into a new field of
gaming
‘Games and Learning: experimenting with mobile games in Swedish
schools – bringing girls into a new field of gaming’ deals
with mobile game technology and learning with a strong emphasis in
how girls perceive, use and are influenced by this game technology.
During the spring, 2006 a mobile game developed by Education Arcade,
Teacher Education Program at MIT will be modified, implemented and
tested in a school class in Malmö, Sweden. The study is exploring
how mobile games can support engaging and motivating learning experiences
outside the classroom. Results from the study are planned to be published
in the autumn, 2006.
Coe Leta Stafford
University of California, Berkeley
California, USA
Designer Multi-player Technologies to Promote
Group Learning, Social Interaction and Engagement in Informal Settings
In this design research study, four theory-informed variations of
a multiplayer inquiry game were tested to explore how design features
affect group activity. Measures of group activity include learning
processes (e.g. explanatory and reasoning talk), social interaction
(e.g. shared ownership and being cool talk such as swearing or name-calling),
and engagement (e.g. affective talk and task completion). Data was
gathered from 120 child-only groups, aged eight to fourteen, in an
informal setting where participation was voluntary. Results show significant
differences in how groups interact according to different features
of the design. Practical and theoretical implications for designers
of multi-player technologies are discussed.
Evan Straub
The Ohio State University
Ohio, USA
Adults Coping with Technology: Individual Differences
and Emotion
As technology becomes more pervasive in everyday, adults are forced
to cope with technology more frequently. Beyond anecdotal perceptions
that technology is frustrating and aggravating in the media, little
is currently known about the emotional reactions that arise from technology
interactions, why they occur, and the individual differences that
might influence emotional reactions to technology. Through a series
of three studies, this proposal seeks to explore the influence of
individual differences (age, gender, attitude toward technology, coping
styles, trust, goal orientation) and appraisals on emotion, persistence
with technology, and satisfaction with technology.
Hanna Wirman
University of Lapland
Finland
MomGamers and Snake-playing teenagers - feminine player in the culture of digital gaming
My work will lay in between Women's Studies and Media Studies, but as it will consist of several articles, also HCI perspective can be taken into account. The research questions are: How and what kind of player identities are constructed in the culture of digital gaming? According to the constructed identities, are there different player groups among feminine players? What kind of playing strategies are characteristic to feminine players? and What are the kinds of interaction models feminine players prefer? I have started doing my thesis as a visiting researcher at the IT University of Copenhagen in the beginning of this year.