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Veerkracht 2.0

Embodied Interactions in a Servant-Leadership Game
  • Rens Kortmann
  • Els van Daalen
  • Igor Mayer
  • Geertje Bekebrede
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8264)

Abstract

Veerkracht is a game for servant-leadership development. Although the first version of the game already provided a rather authentic environment for professional training, some players reported that it did not sufficiently provide the rich and meaningful interaction required to practice leadership skills. To revise the game we took inspiration from the literature on embodied cognition and added embodied interactions with non-player characters. An evaluation of the revised game, Veerkracht 2.0, yielded significant increases in some of the learning effects when compared to the original game. Further analysis showed that the increased learning was to a large extent due to the revised (embodied) interactions in the game. We concluded that, although some questions remain unanswered, embodied cognition seems a promising area of research for improving game designs and game design theories.

Keywords

Facial Expression Game Player Game Design Intelligent Behaviour Meaningful Interaction 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Rens Kortmann
    • 1
  • Els van Daalen
    • 1
  • Igor Mayer
    • 1
  • Geertje Bekebrede
    • 1
  1. 1.Faculty TPMDelft University of TechnologyDelftThe Netherlands

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