Evaluating Computer Games: Use of an Appraisal Instrument Based on the Game Object Model
Alan Amory, Centre for IT in Higher Education (ITEd), South Africa
EdMedia + Innovate Learning, in Orlando, FL USA ISBN 978-1-880094-60-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
A research instrument (questionnaire), based on the Game Object Model (GOM), is used by a team (4 participants) to evaluate one educational and seven commercial computer video game reviewed by GameSpot to be the best PC games for 2004. GOM evaluations were different from GameSpot reviews and identified two groups of games. The highest scoring games included those that present players with realistic environments, include complex multifaceted characters, offer richly textured narratives and are complex (Myst IV, yKhozi, Half-Life 2 and Tiger Woods PGA Tour 2006). The other lower scoring group appears to support male fantasies (both erotic and authoritarian), inculcate self-discipline (especially through reflex), include control-and-monitoring (preparing workers for a global economy) and are gender exclusive (Warcraft III, Unreal Tournament 2004, The Sims 2 and Need for Speed Underground 2).
Amory, A. (2006). Evaluating Computer Games: Use of an Appraisal Instrument Based on the Game Object Model. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 2242-2249). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE).
© 2006 Association for the Advancement of Computing in Education (AACE)