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The Tacit Knowledge in Games: From Validation to Debriefing

机译:游戏中的默契知识:从验证到汇报

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Game sessions consist of three phases: briefing, gameplay, and debriefing, with the latter being considered the most important feature of games. Nevertheless, given that games are considered by many to be more of an artistic form rather than a scientific artifact, a question that rises is: Can game sessions in general and debriefing in particular be analyzed and performed in a rigorous scientific way? In other words, can they be consistently structured, given the different characteristics of games, and can clear criteria on what would constitute a successful game session and debriefing be defined? The answer to these questions is yes. Yet, it remains a challenge to extract the knowledge of experts, which resides to a large extent in the tacit knowledge spectrum. Hence, the aim of this paper is to shed some light in this tacit knowledge possessed by experts and to gain understanding on why certain practices are more prone to success than others as well as bring into the surface other practices that have remained well hidden. In order to accomplish this goal, three rounds of interviews were conducted.
机译:游戏会议包括三个阶段:简报,游戏和汇报,后者被认为是游戏最重要的特色。尽管如此,鉴于许多艺术形式而不是科学工件,鉴于游戏的内容是:升高的问题是:可以以严谨的科学方式分析和执行汇总和汇报的游戏会话吗?换句话说,鉴于游戏的不同特征,它们可以持续构建,并且可以清除构成成功的游戏会话和汇报的标准?这些问题的答案是肯定的。然而,提取专家知识仍然是一个挑战,在很大程度上在默契知识谱中存在很大程度上。因此,本文的目的是在专家拥有的默认知识中揭示了一些光明的知识,并了解为什么某些实践更容易获得成功,而不是其他做法以及带入那些保持良好隐藏的其他做法。为了实现这一目标,进行了三轮面试。

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