An exploration of game-derived learning in total enterprise simulations
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
The educational effectiveness of a simulation/game in sex education
Simulation and Gaming - Symposium: medical and healthcare simulation, part 2
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning
Chris Crawford on Game Design
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Electromagnetism supercharged!: learning physics with digital simulation games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Digital Game-Based Learning
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Business Simulations and Cognitive Learning
Simulation and Gaming
Relationships Between Game Attributes and Learning Outcomes
Simulation and Gaming
Performance Measurement in Simulation-Based Training
Simulation and Gaming
Social Choice in a Computer-Assisted Simulation
Simulation and Gaming
Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER
Simulation and Gaming
From hunt the wumpus to everquest: introduction to quest theory
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Design for Engaging Experience and Social Interaction
Simulation and Gaming
SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
World of Golf: a socially relevant simulation game
Proceedings of the 4th International Conference on Fun and Games
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From the observations of successful entertainment games, it is hypothesized that implementing a single-player option may require a different approach from that in a multiplayer option, in terms of game design. To find out whether this could be true and to understand what the specific approaches could entail for educational games, three separate yet related investigations were conducted to examine single- versus multiplayer games: an investigation of two educational games designed and evaluated by the authors, a theoretical investigation from a game and learning perspective, and an empirical investigation of 23 case studies. From these three investigations, it turned out that a â聙聹single-player approachâ聙聺 is data intensive, has formal rules, and uses direct transfer and individual learning. On the other hand, a â聙聹multiplayer approachâ聙聺 is less straightforward. From a game perspective, it can be characterized as process intensive and having social rules. When related to learning, however, it could be positioned on any dimension. This exploration shows that the approaches differ to a large extent and that designers have to find a fit between what option they choose and approach they take.