Indie Games in Wikipedia

analysis of the references used to frame games with educational possibilities

Authors

DOI:

https://doi.org/10.1590/1983-3652.2023.42234

Keywords:

Independent video games, Indie games, Game based learning, Wikipedia

Abstract

Diversity in the video game industry has led to a vibrant independent scene full of artistic products with great educational possibilities. This work analyzes 36 independent games and their Wikipedia articles focusing on their bibliographic references to understand how are they framed. After confirming that 28 of these games have Wikipedia articles, references were obtained (n = 2058) and each individual media was identified and classified based on their characteristics. Results show that articles differ in legth, with Life is Strange being the largest (120621 bytes) and the one with more references (185 references). 61,5% of the total references come from magazines and websites focusing on games, while 20,9% correspond to more general media. Data shows that most articles contain sources of dubious quality, which complicates the exploration of the educational possibilities of these games. It is remarkable the absence of books, conference proceedings and academic journals, especially those from the educational field, game studies or game-based learning.

Downloads

Download data is not yet available.

Author Biographies

Jorge Oceja, Universidad de Cantabria, Facultad de Educación, Cantabria, España

Doctor en Ciencias de la Educación, Máster Fulbright por California State University y Profesor investigador en la Universidad de Cantabria. Ha realizado residencias académicas en el Engagement Lab de la Universidade do Minho, el Center for Applied Game Research de la Universidad de Aalborg y el Gamification Lab de la Universidad de Luneburg. Ha colaborado con entidades como el Ministerio de Educación, Synaptics y la Fundación Botín. Centra su trabajo las posibilidades educativas que ofrecen los videojuegos entendidos como productos culturales y artísticos.

Ángel Obregón Sierra, Universidad Isabel I, Facultad de Educación, Burgos, España

Profesor e investigador en la Universidad Isabel I, tutor de prácticas externas y del TFM en el Máster de Formación del profesorado en la misma universidad. Profesor acreditado como contratado doctor.

Compagina estas clases con la formación en centros de formación ocupacional en Bilbao como la Fundación EDE, impartiendo programación web, ofimática y microinformática, entre otros cursos.

Investigador sobre la utilización de la Wikipedia en centros educativos, y editor en dicha enciclopedia desde hace más de 10 años, tiene amplia experiencia internacional. 

References

BACKE, Hans-Joachim. Dentro del canon: Un marco ecocrítico para la historia del videojuego digital. Ecozon@: European Journal of Literature, Culture and Environment, v. 8, n. 2, p. 39-55, 2017. DOI: 10.37536/ECOZONA.2017.8.2.1362.

BAR-ON, Reuven. The Bar-On model of emotional-social intelligence (ESI) 1. Psicothema, v. 18, n. 11, p. 13-25, 2006. Disponible en: https://www.psicothema.com/pdf/3271.pdf.

BECKER, Katrin. Choosing and using digital games in the classroom. Berlin/Heidelberg, Germany: Springer, 2017.

BETH, Hanno y PROSS, Harry. Introducción a la ciencia de la comunicación. Barcelona: Anthropos Editorial, 1990. v. 5.

CABELLOS, Beatriz y col. Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please. Education and Information Technologies, v. 27, p. 1-32, 2022. DOI: 10.1007/s10639-022-11072-x.

CANTANO, Antonio César Moreno y PÉREZ, Héctor Lago. La educación en valores en el aula de Secundaria a través del videojuego” Life is Strange”. Comunicación y pedagogı́a: Nuevas tecnologı́as y recursos didácticos, Centro de Comunicacion y Pedagogı́: Nuevas tecnologías y recursos didácticos, n. 313, p. 23-29, 2019.

CARRERA, Laura María y col. The presence and accuracy of food and nutrition terms in the Spanish and English editions of Wikipedia: in comparison with the Mini Larousse encyclopaedia. Nutrición Hospitalaria, v. 3,1, n. 1, p. 488-493, 2015. DOI: 10.3305/nh.2015.31.1.8179.

CLAES, Florencia y DELTELL, Luis. Wikipedia y universidades: trabajo colaborativo en torno a universidades iberoamericanas. Revista de Educación, n. 389, p. 243-266, 2020. DOI: 10.4438/1988-592X-RE-2020-389-461.

COLAVIZZA, Giovanni. COVID-19 research in Wikipedia. Quantitative Science Studies, v. 1, n. 4, p. 1349-1380, 2020. DOI: 10.1162/qss_a_00080.

DE MIRANDA, Luis. Life Is Strange and “Games Are Made”: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre. Games and Culture, v. 13, n. 8, p. 825-842, 2018. DOI: 10.1177/1555412016678713.

DEL MORAL, María Esther y col. Evaluación y diseño de videojuegos: generando objetos de aprendizaje en comunidades de práctica. Revista de Educación a Distancia (RED), n. 33, p. 1-17, 2012. Disponible en: https://revistas.um.es/red/article/view/233131.

DUNN, Peter K.; MARSHMAN, Margaret y MCDOUGALL, Robert. Evaluating Wikipedia as a Self-Learning Resource for Statistics: You Know They’ll Use It. The American Statistician, v. 73, n. 3, p. 224-231, 2019. DOI: 10.1080/00031305.2017.1392360.

EGENFELDT-NIELSEN, Simon; SMITH, Jonas Heide y TOSCA, Susana Pajares. Understanding video games. New York: Routledge, 2021.

FACER, Keri y col. “Edutainment” software: a site for cultures in conflict. In: SUTHERLAND, Rosamund; CLAXTON, Guy y POLLARD, Andrew (Ed.). Learning and Teaching Where Worldviews meet. London: Trentham Books, 2003. p. 207-225.

FAGERLUND, Janne y col. Computational thinking in programming with Scratch in primary schools: A systematic review. Computer Applications in Engineering Education, v. 29, n. 1, p. 12-28, 2021. DOI: 10.1002/cae.22255.

FAßLER, Manfred. Informationelle Poiesis. Elemente einer Theorie der Mensch-Computer-Interaktivität. In: REHBERG, Karl-Siegbert (Ed.). Differenz und Integration: Die Zukunft moderner Gesellschaften. Wiesbaden: VS Verlag für Sozialwissenschaften, 1997. p. 234-239.

GALLEGO, Mercedes. El autor de la masacre de Texas se atrincheró en un aula con los niños y los mató a sangre fría. 2022. Disponible en: https://www.elcomercio.es/sociedad/sucesos/tiroteo-texas-ninos-asesinados-colegio-salvador-ramos-20220525193812-nt.html.

GEE, James Paul. What video games have to teach us about learning and literacy. Hampshire: Macmillan, 214.

GLASHÜTTNER, Robert. Narrative Approaches in Contemporary Video Game Reviews. In: SUTER, Beat; BAUER, René y KOCHER, Mela (Ed.). Narrative Mechanics. Germany: Transcript, 2021. p. 211-228. DOI: 10.1515/9783839453452-011.

HANGHØJ, Thorkild. Computerspil–som multimodal tekst og som handlingsrum. Viden om literacy, n. 21, p. 42-48, 2017. Disponible en: https://www.videnomlaesning.dk/media/2129/21_thorkild-hanghoej.pdf.

HEAVEN, Douglas. How to build your own world. New Scientist, v. 242, n. 3230, p. 32-33, 2019. DOI: 10.1016/S0262-4079(19)30869-3.

HIDALGO, Teresa. Utilización dialógica de videojuegos para la promoción de la competencia emocional: Una propuesta para el profesorado a partir de RiME. 2022. Mestrado em Língua e Cultura – Universidad de Cantabria, Santander.

JONES, Rhys. A brief history of computer games in the classroom. 2017. Disponible en: https://phys.org/news/2017-06-history-games-classroom.html.

KOUSHA, Kayvan y THELWALL, Mike. Are wikipedia citations important evidence of the impact of scholarly articles and books? Journal of the Association for Information Science and Technology, v. 68, n. 3, p. 762-779, 2017. DOI: 10.1002/asi.23694.

LAVE, Jean y WENGER, Etienne. Situated learning: legitimate peripheral participation. Cambridge: Cambridge University Press, 1991. (Learning in doing).

LÓPEZ GÓMEZ, Silvia y RODRÍGUEZ RODRÍGUEZ, Jesús. Experiencias didácticas con videojuegos comerciales en las aulas españolas. Didáctica, innovación y multimedia, n. 33, p. 1-8, 2016. Disponible en: https://minerva.usc.es/xmlui/handle/10347/23966.

MAYER, John D.; CARUSO, David R. y SALOVEY, Peter. The Ability Model of Emotional Intelligence: Principles and Updates. Emotion Review, v. 8, n. 4, p. 290-300, 2016. DOI: 10.1177/1754073916639667.

MEDEIROS, Jerry Fernandes y col. TagTheWeb: Using Wikipedia Categories to Automatically Categorize Resources on the Web. In: GANGEMI, Aldo y col. (Ed.). The Semantic Web: ESWC 2018 Satellite Events. Cham: Springer International Publishing, 2018. v. 11155. p. 153-157. DOI: 10.1007/978-3-319-98192-5_29.

MOREJÓN, Noemí y RAMOS, Desirée. Mujeres periodistas en Wikipedia : una radiografía desde la perspectiva de género. BiD: textos universitaris de biblioteconomia i documentació, n. 47, 2021. DOI: 10.1344/BiD2021.47.07.

NEBEL, Steve; SCHNEIDER, Sascha y REY, Günter Daniel. Mining learning and crafting scientific experiments: a literature review on the use of minecraft in education and research. Journal of Educational Technology & Society, JSTOR, v. 19, n. 2, p. 355-366, 2016. Disponible en: https://www.learntechlib.org/p/190761/.

OCEJA, Jorge. Playing Emotions: Designing an Educational Resource That Promotes Emotional Education Through Independent Video Games. In: ”PROCEEDINGS of the 12th European Conference on Game Based Learning ”. Odense: ACPI, oct. 2021. p. 542-549. DOI: 10.34190/GBL.19.032.

OCEJA, Jorge y TORRES-TOUKOUMIDIS, Angel. The Business of Gamifying School Work: Perceptions of the Gamification Phenomenon and the Services and Companies Behind It. Digital Culture & Society, v. 7, n. 1, p. 131-146, 2022. DOI: 10.14361/dcs-2021-0109.

PAPERT, Seymour. Mindstorms: children, computers, and powerful ideas. New York: Basic Books, 1983. PEGRUM, Mark; HARTLEY, Linda y WECHTLER, Veronique. Contemporary cinema in language learning: from linguistic input to intercultural insight. The Language Learning Journal, v. 32, n. 1, p. 55-62, 2005. DOI: 10.1080/09571730585200191.

PÉREZ LATORRE, Óliver. Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games. Anàlisi, n. 54, p. 15-30, 2016. DOI: 10.7238/a.v0i54.2818.

PIAGET, Jean e INHELDER, Bärbel. Psicología del niño. Duodécima edición. Barcelona: Ediciones Morata, 1997. (Colección Psicología).

PLASS, Jan L.; HOMER, Bruce D. y KINZER, Charles K. Foundations of Game-Based Learning. Educational Psychologist, v. 50, n. 4, p. 258-283, 2015. DOI: 10.1080/00461520.2015.1122533.

ROJAS-GARCÍA, Paula y col. Análisis de intervenciones educativas con videojuegos en educación secundaria: una revisión sistemática. Texto Livre, v. 15, 2022. DOI: 10.35699/1983-3652.2022.37810.

SAHUT, Gilles y TRICOT, André. Wikipedia: An opportunity to rethink the links between sources’ credibility, trust, and authority. First Monday, v. 22, n. 11, 2017. DOI: 10.5210/fm.v22i11.7108.

SHAW, Adrienne. Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society, v. 14, n. 1, p. 28-44, 2012. DOI: 10.1177/1461444811410394.

VILASÍS-PAMOS, Júlia y PIRES, Fernanda. How do teens define what it means to be a gamer? Mapping teens’ video game practices and cultural imaginaries from a gender and sociocultural perspective. Information, Communication & Society, v. 25, n. 12, p. 1735-1751, 2022. DOI: 10.1080/1369118X.2021.1883705.

WIKIPEDIA CONTRIBUTORS. Wikipedia: Inline Citation. 2021. Disponible en: https://en.wikipedia.org/w/index.php?title=Wikipedia:Inline_citation&oldid=1056475487.

WIKIPEDIA CONTRIBUTORS. Wikipedia: Citing Sources. 2022. Disponible en: https://en.wikipedia.org/w/index.php?title=Wikipedia:Citing_sources&oldid=1112743548.

YAUNEY, Jessica; BARTHOLOMEW, Scott R. y RICH, Peter. A systematic review of “Hour of Code” research. Computer Science Education, v. 4, p. 1-33, 2022. DOI: 10.1080/08993408.2021.2022362.

Published

2023-04-20

How to Cite

OCEJA, J.; OBREGÓN SIERRA, Ángel. Indie Games in Wikipedia: analysis of the references used to frame games with educational possibilities. Texto Livre, Belo Horizonte-MG, v. 16, p. e42234, 2023. DOI: 10.1590/1983-3652.2023.42234. Disponível em: https://periodicos.ufmg.br/index.php/textolivre/article/view/42234. Acesso em: 17 jul. 2024.