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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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The main challenge in any learning activity, including games, is to retain the learners’ engagement in the activity<br />

until they succeed (D’Mello, Chipman, & Graesser, 2007). The learner’s affective engagement in activities can give<br />

rise to a sense of belonging, acceptance and identification with something or someone (Sharan & Tan, 2008).<br />

Hypercontextualized games<br />

An individual resides in her or his own real life but can also decide, at any given time, to access the play-space and<br />

play a game while in this space. A game consists of game components, mechanics and dynamics. A game component<br />

is any unit essential to the functioning of the game. The game mechanics consist of game states and rules that define<br />

the allowed transitions. The game dynamics refer to all the possible ways in which the game mechanics are<br />

actualized.<br />

A Hypercontextualized Game (HCG) is a locally designed game system (Islas Sedano et al., 2010) which helps its<br />

players to gain information about different subjects by using specific elements of the continuously changing context<br />

in the game. The HCG design model explains how each game is the result of interweaving three different<br />

perspectives: specific context elements (SCEs), subject matter information (SMI) and game system (GS). Each of<br />

these perspectives is described below. In this paper, we use HCG to refer to the design approach as well as games<br />

designed by following the said approach.<br />

� Game System (GS) refers to the conceptualization of the core idea of the game. It takes advantage of the real life<br />

atmosphere to support the immersion of the player in the game. GS focuses on supporting affective engagement<br />

on-site.<br />

� Subject Matter Information (SMI) determines the meaningful activities that the players can perform to co-create<br />

knowledge according to a clear aim and the resources available. Therefore, SMI focuses on the intellectual and<br />

pedagogical elements on-site.<br />

� Specific Context Elements (SCEs) identify the potential game components in the specific context for which the<br />

game is designed and in which it is being played. This perspective classifies the components according to the<br />

environmental aspect of context (physical environment observable with our senses or instruments) and the<br />

intersubjective aspects of context (circumstances that are related to the communication of an individual with<br />

other individuals or with systems). Additionally, SCEs take into account the subjective aspects of context like<br />

affections, thoughts, ideas, reflections and meanings.<br />

The HCG stories of LieksaMyst exemplify the previous definitions:<br />

� Game system stimulates the visitors’ imagination and transports them into the past giving life to the<br />

exposition and involving them in the stories contained in each house.<br />

� Subject Matter Information promotes the visitors’ reflection on historic Finnish lifestyles and adds to<br />

their understanding of the historical value of the on-site objects.<br />

� Specific Context Element makes use of the objects normally displayed in the museum’s exhibition<br />

while respecting the museum’s atmosphere and rules.<br />

The term hyperpercontextualized derives from the awareness that each game not only involves on-site contextual<br />

elements (SCEs) in its nature (GS and SMI), but also presents a context tolerance and context depth. Context<br />

tolerance refers to the flexibility of on-site contextual aspects that are in constant flux. The weather conditions or<br />

social dynamics that bear down on the museum are examples of this. Context depth is the degree in which a game<br />

involves the players in their context. Thus the term is a reminder of two aspects inherent to the games designed by it.<br />

Firstly, the games are based on and aimed at a particular context, which may be very limited. Secondly, the prefix<br />

hyper (from Greek υπερ, beyond) refers to the fact that HCG games are also tolerant in that they allow for<br />

applications in situations other than the original one. The games may also be played by different players from those<br />

who originally co-created them. The games thus move beyond the borders of the original conceptualization.<br />

Digital games<br />

Digital game titles are constantly increasing in the different genres that include adventure, fantasy and educational.<br />

We can identify three types of digital game designs for four platforms (Table 1).<br />

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