annotated bibliography 2




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Introduction: In this week’s blog I will be discussing six annotated bibliography’s that relate to our multimedia project. I am writing six annotated bibliographies because last week I only had enough time to do four instead of five therefore, I will be completing six in this blog. In this module for multimedia development in semester 2 we are exploring what multimedia consists of and I will be researching further into its individual areas. I’m involved in the big group project which means that our game will be based on the 1916 rising. It will follow a historic story and will contain battle events too. Therefore, I will be researching graphic design in an open world game.  

The main themes that will be included in this blog are the following: graphic design, character design, world design, education, history.

Article 1 - Robin Hilton, (2006) "Gaming as an education tool", Young Consumers, Vol. 7 Issue: 2, pp.14-19, https://doi.org/10.1108/17473610610701457 Permanent link to this document: https://doi.org/10.1108/17473610610701457


The article discuss why gaming is a benefit to young people and people in school because it helps to engage them and encourages young people to learn effectively through the use of problem solving games. The article states that “gaming is in better describing processes or potential results, while the second involves allowing experiential learning. This article will look at experiential learning in greater depth, as problem solving and inter-relationships are the kind of areas we feel gaming best serves. But both areas of strength for gaming involve relating abstract processes that engage the pupil in a memorable way – something that cannot be done through normal didactic methods.” The article also presents findings from its research into schools in the UK. The article suggests that virtual world games or role playing where the players actions would have consequences actually aid the player in understanding important subjects for example, trading standards, social skills and much more.

Victoria L. Rubin, Sarah C. Camm, (2013) "Deception in video games: examining varieties of griefing", Online Information Review, Vol. 37 Issue: 3, pp.369-387, https://doi.org/10.1108/OIR-10-2011-0181 Permanent link to this document: https://doi.org/10.1108/OIR-10-2011-0181

This article discusses how video games have become about causing or forcing an emotional reaction out of the player. It talks about how games try to evoke a particular emotion or reaction from the player through use of the gameplay which, could be caused by a certain vent in the game such as a characters death. The article brings up this point in the purpose of paper where it says, “Though not new to online gamers, grieving – an act of play intended to cause grief to game players – is fairly understudied in LIS scholarship. The purpose of this paper is to expand the inventory of grieving varieties, consider their deceptive elements and examine attitudes towards the phenomenon.” The article presents its findings and research through experimentation. The findings that are presented are in support of this particular point. There are numerous experiments and tests done and from one of the tests about eighty per cent found that this was the case for them. The author provides a lot of data that has been collected which has been represented in various charts.


Bill Kapralos, Stephanie Fisher, Jessica Clarkson, Roland van Oostveen, (2015) "A course on serious game design and development using an online problem-based learning approach", Interactive Technology and Smart Education, Vol. 12 Issue: 2, pp.116-136, https://doi.org/10.1108/ ITSE-10-2014-0033 Permanent link to this document: https://doi.org/10.1108/ITSE-10-2014-0033

This article is about describing a novel undergraduate course on serious game design and the development that integrates both game and instructional design. The article states that this area and topic is not fully explored as of yet. There has been very little effort put into the teaching of this area. There are findings on this topic presented within this article. There are results pointing to the success of the teaching of this course and the unsuccessful teaching of this course. The article goes through all of its findings being successful and unsuccessful. Some courses relating to this topic were not properly thought or some were not long enough to incorporate all of the material needed to understand this topic. In conclusion there are very few courses dedicated to this topic but the  successful ones that are included a project component to them which, helped engage the students more effectively. The article concludes with the results from the findings that it received from the courses outcomes.


Jerremie Clyde, Chris Thomas, (2008) "Building an information literacy first‐person shooter", Reference Services Review, Vol. 36 Issue: 4, pp.366-380, https://doi.org/10.1108/00907320810920342 Permanent link to this document: https://doi.org/10.1108/00907320810920342

The article is about determining the feasibility of modifying a commercial off-the-shelf video game. The article discusses what makes a game popular and what elements that it incorporates that drives sales up. The article states that games must have certain elements to them in order to make them attractive to the consumer. The article suggests that when making a game for use in an educational setting does require certain design elements that are engaging to player as well as educational. These elements are discussed in the article when it says, “we have illustrated the role of genre in introducing the player to the game play; narrative for developing player motivation; the non-traditional classroom for new ways of learning; skill development for player learning; and persuasion for shaping the player’s attitudes; and physical space and objects for contextualising place for the player. By integrating these six elements, it should be possible to create an appealing and engaging game in a library setting. Benevolent Blue is designed with these six considerations in mind and points to a path that other institutions can follow to build their own commercial style “serious” games.” In conclusion the author talks about even if the game fails as a tool for teaching that the game can still have redeemable qualities by succeeding as a tool advocacy.


David J. Miller and Derek P. Robertson 
British Journal of Educational Technology Vol 42 No 5 2011 850–864 doi:10.1111/j.1467-8535.2010.01114.x 
Dr. D. J. Miller, School of Education, Social Work and Community Education, University of Dundee, Nethergate, Dundee DD1 4HN, UK. Email: d.j.miller@dundee.ac.uk  https://onlinelibrary.wiley.com/doi/pdf/10.1111/j.1467-8535.2010.01114.x


This article is about the educational benefits of playing educational video games in schools. The article highlights that  computer games are motivating for children, there isn't much evidence provided of their effects on classroom learning. A experiment was conducted, with primary school children aged 10–11 years old from schools across Scotland. The article goes through how the experiments were conducted in schools. It was done where, schools were randomly assigned to be either experimental or in controlled conditions. In the experimental schools, children used a games console mostly the Nintendo for 20 minutes each day, running a ‘brain training’ game where, they would test their abilities to answer educational questions but it was fun game designed to engage and entertain children. The paper goes on to discuss about the results that they got from this experiment and how much it changed the kids attitudes towards learning and school. The experiment seemed to change how the kids thought about school and made learning more fun and interactive. There were numerous results from this experiment, presented in in this paper. Some of the results were excellent while others were not great. This paper provides a great insight into a more interactive way of learning and engaging students.

Giovanni Carta, (2017) "Metadata and video games emulation: an effective bond to achieve authentic preservation?", Records Management Journal, Vol. 27 Issue: 2, pp.192-204, https://doi.org/10.1108/ RMJ-10-2016-0037 Permanent link to this document: https://doi.org/10.1108/RMJ-10-2016-0037

The article is about rethinking the concept of significant properties in relationship to video game emulation. The author makes a point about games are artefacts that need to be preserved because “preserving such digital objects, which constitute an importance to our contemporary culture, is fundamental to allow future historians and scholars to study artefacts of the past from a privileged point of view.” The author discusses different emulation as a preservation strategy. The article highlights the differences between migration and emulation in the preserve of digital objects. In the conclusion of the article it discusses the difficulties of preservation and emulation of video games.  It talks about this when it says, “Several commentators highlighted the difficulties in defining the significance of video games. Barwick (2010, p. 187) points out that is there is “[a] lack of agreement on the significant properties of games” among stakeholders who are interested in digital preservation

In conclusion after reading and discussing all six of these articles or research papers I feel that I have gained a better understanding and insight into this. I feel that I have learned about topics that I would have known very little to nothing about prior to this writing this blog. 

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