Skip to main content

Distributed Cognition and Ecological Field of Learning in Network Games

  • Conference paper
Book cover Entertainment for Education. Digital Techniques and Systems (Edutainment 2010)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 6249))

  • 3025 Accesses

Abstract

There are a variety of cognitive forms in network games, such as the problem-based cognition construction, the cognitive training based on AI challenge, the activity-based cognitive interaction, the task-based cognition retention, and the growth-based cognitive apprenticeship, etc. Meanwhile, based on the frequent interactions and distributed cognition among the players, there is an ecological field of learning, with large amount of information symbols, biggish interaction groups and free space for activities, etc. Its main functions are reflected in the situated tasks, the negotiated process, the collaborative environments, and the real-time feedback, etc.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. PopSoft Editorial: 2009 Annual Report on PC Gaming Industry in China. PopSoft, vol. 1, p. 103 (2010)

    Google Scholar 

  2. Hall, L., Woods, S., Sobral, D.: Designing empathic agents: Adults versus kids. In: Lester, J.C., Vicari, R.M., Paraguaçu, F. (eds.) ITS 2004. LNCS, vol. 3220, pp. 604–613. Springer, Heidelberg (2004)

    Google Scholar 

  3. Lakoff, G., Johnson, M.: Philosophy in the Flesh: The Embodied Mind and Its Challenge to Western Thought. Basic Books, New York (1999)

    Google Scholar 

  4. Hung, W., Chee Chua, L.: Social-Cultural Perspectives of R&D in Educational Technology. Edu. Tech. 40 (2000)

    Google Scholar 

  5. Paiva, A., Costa, M., Chaves, R., Piedade, M.: Sentoy: an affective sympathetic interface. International Journal of Human-Computer Studies 59(1), 227–235 (2003)

    Article  Google Scholar 

  6. Hanf, Q., Mingyun, H., Leiting, C.: Survey of Synchronization Technology in Network Game Engine. Application Research of Computers (1), 14–17 (2007)

    Google Scholar 

  7. Cosmides, L.: The logic of social exchange: has natural selection shaped how humans reason? Studies with the Wason selection task. Cognition (31), 187–276 (1989)

    Google Scholar 

  8. Nardi, B., Harris, J.: Strangers and friends: Collaborative play in World of Warcraft. In: Proceedings of the Conference on Computer-supported Cooperative Work (forthcoming 2006)

    Google Scholar 

  9. Meyrowitz, J.: No Sense of Place: The Electronic Media on Social Behavior, vol. 11. Tsinghua Press, Beijing (2002)

    Google Scholar 

  10. Guomei, Z., Xiaolan, F.: Distributed Cognition: a New Cognition Perspective. Adv. Psychol. Sci. 2, 147–153 (2002)

    Google Scholar 

  11. Jianwei, Z.: A Model of Integrated Learning in the Information Era. Peking. U. Edu. Rev. (3), 92 (2003)

    Google Scholar 

  12. Rafaeli, S., Ariel, Y., Hayat, T.: Virtual Knowledge-Building Community & Users Incentives: The Wikipedia Case. Paper presented at the annual meeting of the International Communication Association (2007)

    Google Scholar 

  13. Jonassen, D.H., Peck, K., Wilson, B.G.: Learning With Technology: A Constructivist Perspective, p. 194. Merrill/Prentice-Hall, Columbus (1999)

    Google Scholar 

  14. Trilling, B., Hood, P.: Learning, Technology, and Education Reform in the Knowledge Age or “We are Wired, Webbed, and Windowed, Now What?”. Edu., Tech. 39, 5–18 (1999)

    Google Scholar 

  15. Steve, J.: Let the Games Begin: Gaming Technology and Entertainment Among College Students, vol. 6. Pew Internet & American Life Project, Washington (2003)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Tao, K. (2010). Distributed Cognition and Ecological Field of Learning in Network Games. In: Zhang, X., Zhong, S., Pan, Z., Wong, K., Yun, R. (eds) Entertainment for Education. Digital Techniques and Systems. Edutainment 2010. Lecture Notes in Computer Science, vol 6249. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-14533-9_27

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-14533-9_27

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-14532-2

  • Online ISBN: 978-3-642-14533-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics