R Schmidt, K Emmerich, B Schmidt - … 29-Ocotober 2, 2015, Proceedings 14, 2015 - Springer
The endeavour of transferring attributes and qualities of games and game experiences to users and contexts apart from entertainment values spanned a wide field of research over …
Background. Engagement has been identified as a crucial component of learning in games research. However, the conceptualization and operationalization of engagement vary widely …
C Silpasuwanchai, X Ren - The Wiley handbook of human …, 2018 - Wiley Online Library
Game applications for purposes such as education, finance or health have attracted considerable interest. However, development of these gameful applications is not …
T Marsh - Entertainment Computing, 2011 - Elsevier
While many categorizations and definitions have attempted to elucidate the elusive term serious games, we are still some way off formulating an agreed understanding of what …
SC Duncan - E-Learning and Digital Media, 2010 - journals.sagepub.com
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive …
P Cairns - … matters: Cross-disciplinary perspectives of user …, 2016 - Springer
This chapter draws upon O'Brien's Process Model of User Engagement to situate the game experience literature on digital games. The temporal aspects of game play are characterised …
M Haggis-Burridge - Published on Researchgate, 2020 - pure.buas.nl
The term 'immersion'is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players …
RN Schwartz, JL Plass - Handbook of game-based learning, 2020 - books.google.com
The power of games for education is often described in terms of their potential to enhance learning by engaging users. In this chapter, we investigate the idea of engagement in the …
By following action research principles this study develops a comprehensive framework that enables more systematical data collection on the design and impact of edutainment …