Konert, Johannes ; Söbke, Heinrich ; Wendel, Viktor (2016)
Social Network Games.
In: Entertainment Computing and Serious Games
doi: 10.1007/978-3-319-46152-6_17
Buchkapitel, Bibliographie
Kurzbeschreibung (Abstract)
Based on the emerging popularity of social network services like Facebook, Online Social Network (OSNs) have found an increasing playership in the last years. Their proliferation is supported by an easy accessibility which enables even non-gamers to make use of these games. A main characteristic of these games is the utilization of already existing networks of social ties. At least in theory these foster communities of interest, which are considered a vivid source of learning. Summarizing these facts and considering the comparably low efforts for development of such games makes Social Network Games (SNGs) a remarkable instrument for serious games, especially educational games. For this reason we describe in this chapter unique characteristics of SNGs. Underlying theoretical models and concepts are presented. Example cases illustrate potential usages. The bridge to pedagogical and didactic use is illustrated by connecting theories from both worlds and naming best practice examples. Furthermore, specific aspects in the design and development of SNGs are discussed. Examples are establishment of deep learning and critical issues as monetarization strategies of developers or toxic behavior of players.
Typ des Eintrags: | Buchkapitel |
---|---|
Erschienen: | 2016 |
Autor(en): | Konert, Johannes ; Söbke, Heinrich ; Wendel, Viktor |
Art des Eintrags: | Bibliographie |
Titel: | Social Network Games |
Sprache: | Englisch |
Publikationsjahr: | 6 Oktober 2016 |
Ort: | Berlin |
Verlag: | Springer |
(Heft-)Nummer: | 1 |
Buchtitel: | Entertainment Computing and Serious Games |
Reihe: | Lecture Notes in Computer Science |
Band einer Reihe: | 9970 |
DOI: | 10.1007/978-3-319-46152-6_17 |
URL / URN: | http://www.springer.com/de/book/9783319461519#aboutBook |
Kurzbeschreibung (Abstract): | Based on the emerging popularity of social network services like Facebook, Online Social Network (OSNs) have found an increasing playership in the last years. Their proliferation is supported by an easy accessibility which enables even non-gamers to make use of these games. A main characteristic of these games is the utilization of already existing networks of social ties. At least in theory these foster communities of interest, which are considered a vivid source of learning. Summarizing these facts and considering the comparably low efforts for development of such games makes Social Network Games (SNGs) a remarkable instrument for serious games, especially educational games. For this reason we describe in this chapter unique characteristics of SNGs. Underlying theoretical models and concepts are presented. Example cases illustrate potential usages. The bridge to pedagogical and didactic use is illustrated by connecting theories from both worlds and naming best practice examples. Furthermore, specific aspects in the design and development of SNGs are discussed. Examples are establishment of deep learning and critical issues as monetarization strategies of developers or toxic behavior of players. |
Fachbereich(e)/-gebiet(e): | 18 Fachbereich Elektrotechnik und Informationstechnik 18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik 18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik > Multimedia Kommunikation |
Hinterlegungsdatum: | 08 Feb 2017 10:39 |
Letzte Änderung: | 24 Jan 2023 13:35 |
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