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Awkward Annie:: Impacts of Playing on the Edge of Social Norms

Published: 17 September 2020 Publication History

Abstract

Effective interpersonal and cross-cultural communication relies on pragmatics – knowing what to say to whom, and under what circumstances. Nevertheless, pragmatics is generally absent from formal second language instruction. The current effort describes a game designed to assess people's pragmatic ability. In the game, Awkward Annie, players are asked to intentionally select the most inappropriate things to say within conversations (i.e., be inappropriate and see what happens). Thus, players are able to escape from reality by being inappropriate. This work presents a between-subjects study designed to evaluate this twist using two versions of the game (selecting inappropriate versus appropriate responses). Participants in both conditions experienced the same content, but were provided with different goals (be inappropriate, be appropriate). The results indicate that users enjoyed both versions of game equally but performed better within the appropriate version of the game.

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Cited By

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  • (2024)A simple methodology for identifying speech act tendenciesApplied Pragmatics10.1075/ap.21011.dix6:1(60-85)Online publication date: 18-Jan-2024
  • (2023)A Systematic Literature Review of Game-Based Assessment Studies: Trends and ChallengesIEEE Transactions on Learning Technologies10.1109/TLT.2022.322666116:4(500-515)Online publication date: Aug-2023

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FDG '20: Proceedings of the 15th International Conference on the Foundations of Digital Games
September 2020
804 pages
ISBN:9781450388078
DOI:10.1145/3402942
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 September 2020

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Author Tags

  1. Game Design
  2. Game-based Assessment
  3. Pragmatics

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FDG '20

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Cited By

View all
  • (2024)A simple methodology for identifying speech act tendenciesApplied Pragmatics10.1075/ap.21011.dix6:1(60-85)Online publication date: 18-Jan-2024
  • (2023)A Systematic Literature Review of Game-Based Assessment Studies: Trends and ChallengesIEEE Transactions on Learning Technologies10.1109/TLT.2022.322666116:4(500-515)Online publication date: Aug-2023

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