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A frame‐reflective discourse analysis of serious games
Author(s) -
Mayer Igor,
Warmelink Harald,
Zhou Qiqi
Publication year - 2016
Publication title -
british journal of educational technology
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.79
H-Index - 95
eISSN - 1467-8535
pISSN - 0007-1013
DOI - 10.1111/bjet.12245
Subject(s) - frame analysis , persuasion , framing (construction) , construct (python library) , frame (networking) , discourse analysis , politics , sociology , epistemology , relational frame theory , computer science , social psychology , psychology , social science , linguistics , content analysis , cognitive psychology , political science , telecommunications , philosophy , structural engineering , engineering , programming language , law
The authors explore how framing theory and the method of frame‐reflective discourse analysis provide foundations for the emerging discipline of serious games ( SG s) research. Starting with W ittgenstein's language game and B erger and L uckmann's social constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to SG s is problematic and unfruitful. Using G offman's frame analysis as an alternative, they construct four frames, with sample illustrations, demonstrating the different ways in which the utility of games for society, business and politics is considered. These are SG s as: (1) tool (therapy, drug), (2) innovation (economic utility), (3) persuasion (idea, belief) and (4) self‐organization (complexity). The frames are based upon different values and perceive different impacts of games in society, business and politics. The authors discuss the implications of their approach.

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