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On Choosing Games and What Counts as a "Good" Game

On Choosing Games and What Counts as a "Good" Game
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Author(s): Katrin Becker (University of Calgary, Canada)and James R. Parker (University of Calgary, Canada)
Copyright: 2009
Pages: 16
Source title: Handbook of Research on Effective Electronic Gaming in Education
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)
DOI: 10.4018/978-1-59904-808-6.ch037

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Abstract

This chapter will discuss the growing importance of applying considered rationales to which games are chosen for study, whether it be for ethnography, classroom use, or anything else. A brief overview of how games are currently being chosen for study is presented through a meta analysis of studies with games that were published between 2003 and 2006 in order to demonstrate that most published games studies do not include a supported rationale for the games chosen. The chapter will then present various ways that game choices can be justified, and propose and explain a data fusion technique that can be applied to game reviews and other lists in order to facilitate representative and defensible game choices.

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