Role-event gaming simulation in management education: a conceptual framework and review
Simulation and Gaming
Things that make us smart: defending human attributes in the age of the machine
Things that make us smart: defending human attributes in the age of the machine
Utilization of heroin information by adolescent girls in Australia: a cognitive analysis
Journal of the American Society for Information Science - Special topic issue: youth issues in information science
The Turn: Integration of Information Seeking and Retrieval in Context (The Information Retrieval Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Breaking frame in a role-play simulation: A language socialization perspective
Simulation and Gaming
Relationships Between Game Attributes and Learning Outcomes
Simulation and Gaming
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Ritualistic Games, Boundary Control, and Information Uncertainty
Simulation and Gaming
Hi-index | 0.00 |
During the last 5 years, the similarity between role-playing games and rituals has been mentioned in numerous articles and online discussions. This article examines that connection by using data gathered over several decades in library and information science, studies of religion, and the cognitive sciences. The authors place particular emphasis on the similarity between social information phenomena present in both ritual and pretence, and the way those affect cognition-the seemingly â聙聹magicalâ聙聺 interface that makes shared experiences possible. The authors show the implications of that pattern to the design of games and discuss its uses and limitations in games and experiences created for educational purposes.