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  1. Game feature and expertise effects on experienced richness, control and engagement in game play.Marco C. Rozendaal, David V. Keyson, Huib de Ridder & Peter O. Craig - 2009 - AI and Society 24 (2):123-133.
    The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides rich experiences as well as by the extent to which (...)
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  • Exploring sociality and engagement in play through game-control distribution.Marco C. Rozendaal, Bram A. L. Braat & Stephan A. G. Wensveen - 2010 - AI and Society 25 (2):193-201.
    This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the individual players to control the game. An experiment was set up in which eight groups of three players were asked to play the video game while the distribution of the game controls was increased (...)
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  • Gaming science: the “Gamification” of scientific thinking.Bradley J. Morris, Steve Croker, Corinne Zimmerman, Devin Gill & Connie Romig - 2013 - Frontiers in Psychology 4.
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  • Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this (...)
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  • Introduction to the Special Issue.Peter Thomas & Robert Macredie - 1995 - Journal of Intelligent Systems 5 (2-4):79-88.
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  • It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more engaging. To achieve (...)
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  • Innocent Fun or “Microslavery”?Hayden Harvey, Molly Havard, David Magnus, Mildred K. Cho & Ingmar H. Riedel-Kruse - 2014 - Hastings Center Report 44 (6):38-46.
    In 2011, Ingmar Riedel‐Kruse's bioengineering laboratory at Stanford University publicized an application that uses paramecia for what the researchers termed “biotic games.” These games make use of living organisms, computer programs, and lab equipment to implement games like Pong, Pac‐man, and soccer. Gamesand related activities are often considered nonserious or trivial, whereas life, biological systems, and science are treated very seriously in moral analysis and public perception. The manipulation of living matter frequently engenders at least some controversy in the marketplace (...)
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  • Educational games for brain health: revealing their unexplored potential through a neurocognitive approach.Patrick Fissler, Iris-Tatjana Kolassa & Claudia Schrader - 2015 - Frontiers in Psychology 6.
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  • To Quiz or to Shoot When Practicing Grammar? Catching and Holding the Interest of Child Learners: A Field Study.Cyril Brom, Lukáš Kolek, Jiří Lukavský, Filip Děchtěrenko & Kristina Volná - 2022 - Frontiers in Psychology 13.
    Learning grammar requires practice and practicing grammar can be boring. We examined whether an instructional game with intrinsically integrated game mechanics promotes this practice: compared to rote learning through a quiz. We did so “in the field.” Tens of thousands children visited, in their leisure time, a public website with tens of attractive online games for children during a 6-week-long period. Of these children, 11,949 picked voluntarily our grammar training intervention. Thereafter, unbeknown to them, they were assigned either to the (...)
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  • Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology.Lara Bertram - 2020 - Frontiers in Psychology 11.
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  • Getting It Out on the Net: Decentralized E-learning through On-line Pre-publication.Shane J. Ralston - 2015 - In Petar Jandrić & Damir Boras (eds.), Critical Learning in Digital Networks. Cham: Springer. pp. 57-74.
    This chapter explores the personal and professional obstacles faced by Humanities and Social Science scholars contemplating pre-publication of their scholarly work in an on-line network. Borrowing a theoretical framework from the radical educational theorist Ivan Illich, it also develops the idea that pre-publication networks offer higher education a bottom-up, decentralized alternative to business-modeled e-learning. If learners would only embrace this more anarchical medium, appreciating writing for pre-publication as a process of open-ended discovery rather than product delivery, then the prospect of (...)
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  • China's Young Inventors.Min Tang - unknown
    The focus of the current study is the individual and environmental attributes of inventiveness among children and adolescents. Research was conducted on the young inventors who were part of a nation-wide inventive ideation contest for children and adolescents in P. R. China. A total of 621 4th to 12th grade students from 112 schools all over China participated in the study. Among them, 38 reported holding one or more patents. Independent t-test showed, compared to their lower-level counterparts, higher-level young inventors (...)
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