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International Journal of Computer Games Technology
Volume 2018, Article ID 8784750, 9 pages
https://doi.org/10.1155/2018/8784750
Research Article

Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games

1Media psychology, Amsterdam, Netherlands
2NHTV Breda University of Applied Sciences, Netherlands
3Dutch Game Garden, Netherlands
4HKU University of the Arts, Utrecht, Netherlands

Correspondence should be addressed to Priscilla Haring; moc.liamtoh@gnirahallicsirp

Received 16 May 2018; Revised 27 August 2018; Accepted 18 September 2018; Published 2 October 2018

Academic Editor: Hock S. Seah

Copyright © 2018 Priscilla Haring et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Abstract

Most of the scientific literature on computer games aimed at offering or aiding in psychotherapy provides little information on the relationship between the game’s design and the player’s cognitive processes. This article investigates the use of Bloom’s taxonomy in describing a psychotherapeutic game in terms of knowledge level and cognitive processing. It introduces the Revised Bloom Taxonomy and applies this to five psychotherapeutic games (Personal Investigator, Treasure Hunt, Ricky and the Spider, Moodbot, and SuperBetter) in a two-round procedure. In the first round consensus was reached on the Player Actions with Learning Objectives (PALOs) in each game. The second round sought to determine what level of knowledge and cognitive processing can be attributed to the PALOs by placing them in the taxonomy. Our low intercoder reliability in the second round indicates that Bloom’s Revised Taxonomy is not suitable to compare and contrast content between games.