Game design strategies for collectivist persuasion
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Why Simulation Games Work-In Search of the Active Substance: A Synthesis
Simulation and Gaming
Toward a Model for Intercultural Communication in Simulations
Simulation and Gaming
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This article describes the process of creating training data for a game developed to promote cross-cultural competence among students studying in a culture di ferent from their own. The process of creating game cards (known as culture assimilators) begins with the collection of reports of intercultural misunderstandings. This phase of data generation is followed by the elicitation of possible explanations for the reported misunderstandings. The final phase in this process involves the development of evaluative feedback for the plausible explanations proposed by students.