(PhD, University of Westminster, United Kingdom) [2016]

Title of the thesis

Digital anthropology and educational eGames. Learning through behavioural patterns in digital, game-based contexts


This thesis is focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample, which will provide more accurate statistical reports and readings. This research takes forward the already existing work and published research on users and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. In addition, we provide a number of practical implementations, from the design of a case study, through to the authoring of an educational game, to hands-on experience with actual users. This pattern recognition in the described context, and towards the already presented aim of personalized counselling, is something that has not been accomplished before.


University of Westminster, United Kingdom

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