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Possibilities and Limitations of Transferring an Educational Simulation Game to a Digital Platform

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  • Ulrike Erb

Abstract

Background. Simulation games have proven to be useful in environmental education . In particular, the board game KEEP COOL has already successfully been used in multiple educational settings. In 2014, the new digital version of this game, KEEP COOL ONLINE 2 was developed. A special challenge was how to support interaction between players. Aim. This article investigates the potential of digital media for supporting interaction and educational experiences in multiplayer simulation games. Method. For this purpose the analog and digital versions of KEEP COOL have been compared , tested and evaluated in school classes . Results. This evaluation shows that interactivity and multimedia can be used in simulation games to provide an engaging game experience. However, compared to a face-to-face multiplayer game, drawbacks occur regarding ease of communication and traceability of interactions. Future Prospects. As the digital version is still in its prototype form, the full potential of digital media has not yet been put into practice. However, I will give some recommendations on how to make further use of interactivity and multimedia effects in order to enhance immersive player experience, as well as the achievement of relevant educational objectives .

Suggested Citation

  • Ulrike Erb, 2015. "Possibilities and Limitations of Transferring an Educational Simulation Game to a Digital Platform," Simulation & Gaming, , vol. 46(6), pages 817-837, December.
  • Handle: RePEc:sae:simgam:v:46:y:2015:i:6:p:817-837
    DOI: 10.1177/1046878115621980
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