TY - GEN
T1 - How to "Unboxing" Gamer Competencies
T2 - 31st International Conference on Computers in Education, ICCE 2023
AU - Chang, Tieh Huai
AU - Mingfong, J. A.N.
N1 - Publisher Copyright:
© 2023 Asia-Pacific Society for Computers in Education.
PY - 2023/12
Y1 - 2023/12
N2 - The long-term lack of structural resources in game studies has been a constant obstacle preventing researchers from academicizing video game community knowledge and gamer competence (Lin, 2011). The difficulty lies in the fact that one cannot make bricks without straw. Each paper on game research is like a piece of brick, without a sufficient amount of bricks, it is naturally difficult to produce a relatively large-scale structure. Such a predicament is interrelated and affect one another. Nowadays, a certain number of studies on gamer competence has accumulated in various fields such as neuroscience, communications, psychology, sociology, and pedagogy, however, a coordinate system for gamer competence in the academic circle of game studies has yet to be established. Based on this, this paper uses the document analysis method to propose a two-dimensional analytical framework for classifying current gamers’ competencies. The results are presented according to a systematic review, which specifically points out the literature gaps and research method breakthroughs in each quadrant, providing a reference for relevant studies when choosing a research topic or focusing on a research path. To conclude, this paper uses a graphical framework to compile the current state of player competence at this stage, so that subsequent researchers can locate their own point of focus and relative position, making it easier for discussion and focus in their respective area of exploration.
AB - The long-term lack of structural resources in game studies has been a constant obstacle preventing researchers from academicizing video game community knowledge and gamer competence (Lin, 2011). The difficulty lies in the fact that one cannot make bricks without straw. Each paper on game research is like a piece of brick, without a sufficient amount of bricks, it is naturally difficult to produce a relatively large-scale structure. Such a predicament is interrelated and affect one another. Nowadays, a certain number of studies on gamer competence has accumulated in various fields such as neuroscience, communications, psychology, sociology, and pedagogy, however, a coordinate system for gamer competence in the academic circle of game studies has yet to be established. Based on this, this paper uses the document analysis method to propose a two-dimensional analytical framework for classifying current gamers’ competencies. The results are presented according to a systematic review, which specifically points out the literature gaps and research method breakthroughs in each quadrant, providing a reference for relevant studies when choosing a research topic or focusing on a research path. To conclude, this paper uses a graphical framework to compile the current state of player competence at this stage, so that subsequent researchers can locate their own point of focus and relative position, making it easier for discussion and focus in their respective area of exploration.
KW - analytical framework
KW - gamer competence
KW - systematic review
KW - video game
UR - http://www.scopus.com/inward/record.url?scp=85181775917&partnerID=8YFLogxK
M3 - 會議論文篇章
AN - SCOPUS:85181775917
T3 - 31st International Conference on Computers in Education, ICCE 2023 - Proceedings
SP - 935
EP - 938
BT - 31st International Conference on Computers in Education, ICCE 2023 - Proceedings
A2 - Shih, Ju-Ling
A2 - Kashihara, Akihiro
A2 - Chen, Weiqin
A2 - Chen, Weiqin
A2 - Ogata, Hiroaki
A2 - Baker, Ryan
A2 - Chang, Ben
A2 - Dianati, Seb
A2 - Madathil, Jayakrishnan
A2 - Yousef, Ahmed Mohamed Fahmy
A2 - Yang, Yuqin
A2 - Zarzour, Hafed
PB - Asia-Pacific Society for Computers in Education
Y2 - 4 December 2023 through 8 December 2023
ER -