Learning from the children: practical and theoretical reflections on playing and learning
Simulation and Gaming - Special issue: play and simulation/gaming
Learning as acquisition and learning as interaction
Simulation and Gaming - Symposium issue: system dynamics and interactive learning environments, part 2
Getting there: the game of getting published
Simulation and Gaming
Business Dynamics
Genderizing human-computer interaction
The human-computer interaction handbook
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Gaming and Simulation: Principles of a Science of Design
Simulation and Gaming
Surfing global change: negotiating sustainable solutions
Simulation and Gaming
Theory-oriented evaluation for the design of and research in gaming and simulation
Simulation and Gaming - Symposium: Artifact assessment versus theory testing
Digital Game-Based Learning
A gameplay definition through videogame classification
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Game play schemas: from player analysis to adaptive game mechanics
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Activity classification for interactive game interfaces
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
An application of a game development framework in higher education
International Journal of Computer Games Technology - Game Technology for Training and Education
Long memory of pathfinding aesthetics
International Journal of Computer Games Technology
International Journal of Computer Games Technology
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This paper describes how the principal structure of a system of equations fundamental to science, namely the Maxwell equations governing electromagnetism, could be analogously applied to social procedures among humans who start to create emerging networks through gaming. Inspired by a cartographic windrose, a new type of notation for social procedures is introduced that allows to graphically depict "information", "team", "debate", "integration" as four basic dimensions; symbolically called soprano, alto, tenor and bass. Experiences with a web-based role-play "Surfing Global Change" show that these four basic dimensions tend to peak one after the other along a suitably designed gaming procedure. The resulting sequence of the "voices" S, T, A, B gives rise to hypothesizing a general pattern of social behavior that qualitatively could formally be described by a four-dimensional Maxwell type set of equations of these four variables. It is hypothesized that in analogy to an electromagnetic wave also a social process of harmonious flow in S, T, A, B might emerge that describes suitable and successful conditions for game play and game-based learning.