Author
Jim Bizzocchi
Bio: Jim Bizzocchi is an academic researcher from Simon Fraser University. The author has contributed to research in topics: Narrative & Interactivity. The author has an hindex of 10, co-authored 47 publications receiving 630 citations.
Papers
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Proceedings Article•
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02 Jun 2005
TL;DR: How games can act as effective learning environments by integrating reflection into the process of play, producing an endogenous learning experience that is intrinsically motivating is explained.
Abstract: As new technologies enable increasingly sophisticated game experiences, the potential for the integration of games and learning becomes ever more significant. Motivation has long been considered as an important step in learning. Researchers suggest Csikszentmihalyi’s Flow Theory as a method for understanding and implementing motivation. This bears significance since games foster play, which produces a state of flow, which increases motivation, which supports the learning process. However, this relationship is not as straightforward as it first seems. Research also shows that reflection is an important part of the learning process and while in the state of flow, players rarely reflect on the learning that is taking place. This paper explains how games can act as effective learning environments by integrating reflection into the process of play, producing an endogenous learning experience that is intrinsically motivating.
176 citations
Book•
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01 Jan 2011
TL;DR: Close reading is a technique from literary theory that has evolved over the years since its early formulations by John Crowe Ransom and the other “New Critics” in the late 1930s and early 1940s.
Abstract: Close reading is a technique from literary theory that has evolved over the years since its early formulations by John Crowe Ransom and the other “New Critics” in the late 1930s and early 1940s. A close reading is a detailed examination, deconstruction, and analysis of a media text. It is the quintessential humanist methodology, born in the study of literature, and adapted to other media forms such as cinema studies.
64 citations
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TL;DR: In this paper, the poetics of story-based games have been explored and analyzed. But there is still much work to be done to understand the poetic power of stories in games.
Abstract: Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narra...
55 citations
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TL;DR: The Reading Glove is described, a wearable RFID reader for interacting with a tangible narrative and a set of design considerations such as enacting a role, ownership and permission, multiplicity of interpretations and boundary objects are created.
Abstract: In this paper we describe the Reading Glove, a wearable RFID reader for interacting with a tangible narrative. Based on interviews with study participants, we present a set of observed themes for understanding how the wearable and tangible aspects of the Reading Glove influence the user experience. We connect our observational themes to theoretical notions from interactive narrative and tangible interaction to create a set of design considerations such as enacting a role, ownership and permission, multiplicity of interpretations and boundary objects.
37 citations
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TL;DR: It is demonstrated how gestural and embodied interactions can be understood as ludic, kinesthetic and narrative experiences in the design and the experience of games.
Abstract: There has been a recent surge of novel interface devices available for home gaming systems. With the rise in popularity of games like Guitar Hero and consoles such as Nintendo's Wii comes new opportunities for game design at the interface level. In this paper we propose three interrelated dimensions for the analysis of embodied and gestural game interface hardware devices. We demonstrate how gestural and embodied interactions can be understood as ludic, kinesthetic and narrative experiences. We ground this discussion in a close analysis of the interface affordances of the game Rock Band and demonstrate how these three dimensions allow us to understand more clearly the place of the interface in the design and the experience of games.
37 citations
Cited by
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TL;DR: A wide variety of media can be used in learning, including distance learning, such as print, lectures, conference sections, tutors, pictures, video, sound, and computers.
Abstract: A wide variety of media can be used in learning, including distance learning, such as print, lectures, conference sections, tutors, pictures, video, sound, and computers. Any one instance of distance learning will make choices among these media, perhaps using several.
2,716 citations
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TL;DR: The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people's knowledge, skills, attitudes and behaviours in relation to health and physical exercise.
Abstract: This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of the available empirical evidence on the educational effectiveness of electronic games in HE and PE, and (c) to define future research perspectives concerning the educational use of electronic games in HE and PE After systematically searching online bibliographic databases, 34 relevant articles were located and included in the study Following the categorization scheme proposed by [Dempsey, J, Rasmussen, K, & Lucassen, B (1996) The instructional gaming literature: Implications and 99 sources University of South Alabama, College of Education, Technical Report No 96-1], those articles were grouped into the following four categories: (a) research, (b) development, (c) discussion and (d) theory The overviewed articles suggest that electronic games present many potential benefits as educational tools for HE and PE, and that those games may improve young people's knowledge, skills, attitudes and behaviours in relation to health and physical exercise Furthermore, the newly emerged physically interactive electronic games can potentially enhance young people's physical fitness, motor skills and motivation for physical exercise The empirical evidence to support the educational effectiveness of electronic games in HE and PE is still rather limited, but the findings present a positive picture overall The outcomes of the literature review are discussed in terms of their implications for future research, and can provide useful guidance to educators, practitioners and researchers in the areas of HE and PE, and to electronic game designers
486 citations