Reading 06 For Research Topic ‘A pre-digital history of Games and Narrative’

 

Week 6 Reflection:

(Ungureanu, 2019)


Despite this being yet another difficult undertaking, I was happy that I was able to identify the common themes; although there were additional ones that I could have included, I decided that it was more important to focus on those that occurred the most frequently. It was challenging for me to describe the concepts on a single page. It is difficult for me to choose which details to highlight while providing a summary. It is possible that I may have missed some of the important details. Since I am also behind on this section, I can only hope that the paragraphs I have completed include all of the important information.

It is nice to see the work coming together. I am still behind on some other tasks, but I am hoping to catch up and be better with my time management in the next while. Breaking down the different parts of the assignments is the hardest part for me; however, I am quite pleased with how I have managed to put this assignment into smaller doable parts. If I concentrate on one item at a time it is better than trying to do all the tasks and getting none done on time. This is an important lesson for me.  


THEMES

In researching the ten academic articles on the resurrection of board games, card games, and tabletop role-playing games (TTRPG) a number of themes emerged, Community, Computational Thinking, Education, Problem Solving and Digitisation.

Community:

The theme of Community was evident in the annotations. In many of the articles, the importance of community was referred to. While board games and particularly tabletop role-playing games have always been popular, they had declined in the years before 2010. Then a resurgence saw a rise in spending. However, contrary to what might have been expected, the internet actually helped make them more popular instead of pushing people into videogames. Researchers such as Bayeck, (2020), Wu, (2014), and Rogerson (2015) believe this is because of the sense of community that RPGs causes. Boardgamegeek is an online forum and community that is purely for board game and card game content and encourages people ‘to socialize and engage with one another’ (Bayeck, 2020). The site is updated on a real-time basis and has over two million registered users (BGG, 2022).  Another positive of the internet is a rise in people watching others play board games through forums like You tube. It was also evident in the articles that the sense of community is not just seen at home where they can bring families together. This is an important theme the articles support colleges and schools using boardgames to help students build a sense of community and collaboration and a sense of belonging.


Computational Thinking




Figure 16 The relationship between computer science (CS), computational thinking (CT), programming and computing (Digital Promise, 2022).


Computational Thinking

The theme of Computational Thinking was evident in the annotations. Yoo et al. (2019) conducted a study that showed that boardgames ‘can facilitate an increase in computational thinking’. Using board games to assist in the development of Computational For learning and working in the twenty-first century, the researchers in the articles reviewed that computational thinking is a necessary skill set. Computational Thinking involves problem-solving and logical thinking and can create opportunities for collaboration. This important theme has led researchers to believe these games should be incorporated into schools to increase logical skills in a fun and educational setting.

Education

The theme of Education is evident in the annotations Just like computational thinking, the role of boardgames is promoted by researchers in an educational setting. Studies show that these games can help students work together to increase maths skills, logical thinking without them even knowing as Thompson (2015) argues ‘you can’t call a game educational if you want anyone to think it’s fun’. Researcher such as Cornillie et al. (2012), also highlights that these games might help students who are trying to learn a new language. The instructions of these games involve a lot of reading and require a high level of understanding and is a way to get students to learn in a fun way, in an educational setting.

Problem Solving

A common theme among many of the articles was the fact that problem-solving skills are improved when people participate in boardgames. Problems are solved through imagination and critical thinking skills. Dungeons and Dragons are singled out by Sidhu and Carter (2021) who note that ‘D&D players are also honing their critical and creative problem-solving abilities'. TTRPGs create an opportunity for people to work together or alone to adapt to storylines and character creation. The researchers argue that these are life skills where people have to adapt in real life and solve problems. Problem-solving skills are required in most work setting, but they are also a life-skill, this research shows that the theme is important and gaming might be a good way to increase these skills.

Digitalisation

The theme of digitalisation was almost constant throughout the texts. The old games are being updated in digital form, they are being designed to be interactive and in some cases, they are being streamed on a variety of platforms (Bayeck, 2020). Another prevalent subject was the increasing popularity of role-playing games and technology, with some researchers attempting to incorporate artificial intelligence into video games (Buruk et al, 2017). A collaborative effort between computer designers and publishers, players, and digital game creators is underway to consider how a physical boardgame may be transformed into an interactive computer game. It is possible that digitization will benefit the player community by allowing more advanced players to be supported and/or by making the game more accessible to new audiences. This prominent theme looks set to remain as designers use technology to bring the old up-to-date.

References:

Digital Promise. (2022). What is Computational Thinking? [Online]. Available from: https://digitalpromise.org/initiative/computational-thinking/computational-thinking-for-next-generation-science/what-is-computational-thinking/ [Accessed: 13 April 2022]


Ungureanu, C. (2019). Man Sitting under Tree [Image]. Available at: https://www.flickr.com/photos/themeisle/46350096835/in/photolist-2dBNmYB-NyzvGH-2mJNWkf-2moAqqF-2cTXj2W-2jDoYsi-Bzg1FG-2mWhQ8B-HiCifd-kVRfU5-27V2Kqv-HGpAs3-2jKyKhP-yk7qJ2-2fv85Aw-RR1Joj-cWRTP-NQzmnm-2j5bSph-2kRwHJR-2na38a2-2kYhgqf-DJfXaz-FXTPuD-4u8T8j-2mViZAr-QGVFRB-2kVsrbu-4u8Szw-2kGoP7D-2juJAA1-5G48cA-7GRvP7-FQktTG-2irsSGc-KjZ2JC-2hRDWW1-2mc9JMP-4KG4pL-2mAcu5p-QZbvp1-2kEZpVy-6L8B3S-2k4gJYn-2nfV3Mu-2mXewnN-2mgsiGb-2eAxsvH-2ne7AhS-Y2NjXU [Accessed: 16 May 2022]


















Comments

Popular Posts