Björn Berg Marklund
University of Skövde
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Featured researches published by Björn Berg Marklund.
International Journal of Game-Based Learning archive | 2014
Per Backlund; Björn Berg Marklund; Carl-Johan Dahlin; Henrik Engström; Ulf Wilhelmsson
An important factor for success in project-based learning PBL is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a groups work-processes are mediated through the use of production-focused tools that are unconcerned with the important informal and social aspects of a project. On the other hand, there are plenty of tools and platforms that focus on doing the opposite and mainly support informal bonding e.g., Facebook, but these types of environments can be obtrusive and contain distractions that can be detrimental to a groups productivity and are thus often excluded from working environments. The aim of this paper is to examine how a game-based multi-user environment MUVE can be designed to support project-based learning by bridging the gap between productivity-focused and social software. To explore this, the authors developed a game-based MUVE which was evaluated in a PBL-scenario. The result of the study revealed several crucial design elements that are needed to make such a MUVE work effectively, and that the acceptance towards game-based MUVEs is high, even with a rudimentary execution.
Entertainment Computing | 2018
Henrik Engström; Björn Berg Marklund; Per Backlund; Marcus Toftedahl
This article presents the methodology and initial analysis of a systematic literature review that aims to explore how the craft and processes of game development have been studied in previous resea ...
2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) | 2017
Per Backlund; Henrik Engström; Björn Berg Marklund; Marcus Toftedahl
The use of games in non-leisure contexts is referred to as serious games. The tradition of using games for purposes beyond entertainment goes back a long time before digital games. However, with the advent of digital games, serious games development has become an issue of both game design and technology development in various combinations. This paper presents a literature review of what types of topics are studied in the realm of serious games development, and contrasts the results with challenges and problems expressed by a panel of developers and researchers in serious games and gamification to identify research gaps. Our findings indicate a lack of research on the actual usage situations of serious games. It seems that the phase of organizational deployment and use is most often overseen. Furthermore, we identified a lack of client/customer perspective in most research on the development of gamified solutions.
international conference on games and virtual worlds for serious applications | 2014
Björn Berg Marklund; Per Backlund; Henrik Engström
Proceedings of the 9th European Conference on Games Based Learning | 2015
Björn Berg Marklund; Anna-Sofia Alklind Taylor
digital games research association conference | 2014
Björn Berg Marklund
Electronic Journal of e-Learning | 2016
Björn Berg Marklund; Anna-Sofia Alklind Taylor
digital games research association conference | 2015
A. Brown; Björn Berg Marklund
foundations of digital games | 2013
Björn Berg Marklund; Per Backlund; Mikael Johannesson
European Conference on Games Based Learning | 2015
Björn Berg Marklund