Simulation and Gaming - Special 30th anniversary issue, part 2
Knowledge management systems: issues, challenges, and benefits
Communications of the AIS
The human-computer interaction handbook
Digital Game-Based Learning
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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In this paper we describe four player roles in game-based learning and training, namely student player, student author, teacher player and teacher author. By this, we want to emphasise the creative and collaborative nature of gameplay, such as in-game feedback, scenario creation and "puckstering", that put students and teachers, not on opposite sides of a spectrum, but as members of a community of practice with varying degrees of expertise. Using these four player roles as a basis for analysis, we have observed training sessions for vocational education within military and rescue contexts. The result is multifaceted insights into both the strengths and draw-backs of incorporating these roles into a serious game.