DocumentCode
1839520
Title
Mobile Gaming - A Serious Business!
Author
Parsons, David ; Petrova, Krassie ; Ryu, Hokyoung
Author_Institution
Inst. of Inf. & Math. Sci., Massey Univ., Auckland, New Zealand
fYear
2012
fDate
27-30 March 2012
Firstpage
17
Lastpage
24
Abstract
This paper describes the design and development of a mobile serious game and discusses the outcomes of a prototype evaluation. The game augments a physical location to represent a virtual company. Players take the role of business consultants hired by this company to help it address its problems and ´interview´ virtual employees, obtaining information and physical artifacts, players must infer the problems behind the symptoms the company is facing, and offer change recommendations, utilizing higher level thinking skills. The game-like activities address issues common to business simulations by leveraging the contextual learning made possible by mobile devices and provide a context within which students bring their higher level thinking skills to bear on the problems presented by the game.
Keywords
computer aided instruction; computer games; mobile computing; virtual enterprises; business consultant; business simulation; change recommendation; contextual learning; game-like activity; higher level thinking skills; information artifacts; mobile device; mobile serious gaming; physical artifacts; physical location; prototype evaluation; virtual company; virtual employees; Companies; Educational institutions; Games; Interviews; Mobile communication; Mobile handsets; augmented reality; critical thinking; mobile learning; problem-solving; serious games; simulation;
fLanguage
English
Publisher
ieee
Conference_Titel
Wireless, Mobile and Ubiquitous Technology in Education (WMUTE), 2012 IEEE Seventh International Conference on
Conference_Location
Takamatsu
Print_ISBN
978-1-4673-0884-7
Type
conf
DOI
10.1109/WMUTE.2012.11
Filename
6185075
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