Ayuda
Ir al contenido

Dialnet


Resumen de Negative Knowledge in Virtual and Game-Based Environments

Martin Gartmeier, Charlotte Jonasson, Maria Solomou

  • Negative knowledge is experiential knowledge about what is wrong, about what not to do and about limitations in one’s own knowledge, skills or cognition. Such knowledge is primarily acquired through learning from errors. Virtual environments, like simulations and games, afford altered conditions for what constitutes errors and for how and why learning from errors occurs. This leads to the notion of negative knowledge being substantially altered in such contexts: First, simulations afford ideal conditions for practicing critical, error-prone tasks and for developing relevant negative knowledge. Second, an aspect of the rewardingness of games is their potential to enact counter-moralities. Third, progressing in games can be thought of as continuously transforming negative into positive knowledge. Fourth, because games limit an individual’s possibilities for acting, they provide an experientially rewarding platform due to the elimination of complexities and ambiguities inherent in real-world contexts.


Fundación Dialnet

Dialnet Plus

  • Más información sobre Dialnet Plus