Abstract
Serious Games for Learning are often designed as singleplayer, storytelling-based games. Even though immersion into the story and adaption to the player’s abilities are pedagogically well designed, players can have misconceptions or get stuck with game quests. Then they seek for assistance from friends or online. Accessing hints, solutions and help of others directly in the gaming context can improve the game play and learning experience. Additionally the users from Online Social Networks can be connected to the game as a valuable resource of know-how if they are provided with participation possibilities. The concept of Peer Education is valuable for teaching and assessment among peers with similar learning targets. Thus in this paper an approach towards Social Serious Games is presented. Existing Social Media interaction patterns and singleplayer, story-based game situations are brought together respecting the Interaction Mapping Patterns 1:1 and 1:n. The resulting three dimensional Social Game Influence Taxonomy is presented as well as the technical implementation as a middleware to connect existing Serious Games with Online Social Networks for Peer Knowledge Sharing and participation.
Keywords
- Serious Games
- Social Games
- Social Learning
- Peer Knowledge Exchange
- Social Interaction Patterns
- Social Serious Games
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Konert, J., Göbel, S., Steinmetz, R. (2012). Towards a Social Game Interaction Taxonomy. In: Göbel, S., Müller, W., Urban, B., Wiemeyer, J. (eds) E-Learning and Games for Training, Education, Health and Sports. Edutainment GameDays 2012 2012. Lecture Notes in Computer Science, vol 7516. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33466-5_11
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DOI: https://doi.org/10.1007/978-3-642-33466-5_11
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