[HTML][HTML] Play in video games

A Nguyen, D Bavelier - Neuroscience & Biobehavioral Reviews, 2023 - Elsevier
Video game play is remarkably ubiquitous in today's society given its recent emergence only
in the late 1950s. While this fast evolution could exemplify the power of play, video games …

Story immersion of videogames for youth health promotion: a review of literature

AS Lu, T Baranowski, D Thompson… - GAMES FOR HEALTH …, 2012 - liebertpub.com
This article reviews research in the fields of psychology, literature, communication, human–
computer interaction, public health, and consumer behavior on narrative and its potential …

The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness

S Mishra, G Malhotra - International Journal of Information Management, 2021 - Elsevier
Gamification on the mobile platform through the concept of online games has the potential to
create unprecedented engagement with customers. With the growth in the gamification …

Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences

S Barzilai, I Blau - Computers & Education, 2014 - Elsevier
One of the central challenges of integrating game-based learning in school settings is
helping learners make the connections between the knowledge learned in the game and the …

[图书][B] Serious games: Mechanisms and effects

U Ritterfeld, M Cody, P Vorderer - 2009 - books.google.com
Serious Games provides a thorough exploration of the claim that playing games can provide
learning that is deep, sustained and transferable to the real world." Serious games" is …

Why so serious? On the relation of serious games and learning

JS Breuer, G Bente - Eludamos: Journal for Computer Game Culture, 2010 - eludamos.org
Serious games have become a key segment in the games market as well as in academic
research. Although the number of games that identify themselves as belonging to this …

Adding instructional features that promote learning in a game-like environment

RE Mayer, CI Johnson - Journal of Educational Computing …, 2010 - journals.sagepub.com
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For
example, in one level students saw two circuits consisting of various batteries and resistors …

Classifying serious games

RA Ratan, U Ritterfeld - Serious games, 2009 - taylorfrancis.com
The fundamental goal of this research is to elucidate the important characteristics of current
serious games, thus providing a tool through which future research can examine the impact …

Increasing the effectiveness of digital educational games: The effects of a learning instruction on students' learning, motivation and cognitive load

A Hawlitschek, S Joeckel - Computers in Human Behavior, 2017 - Elsevier
This study examines the effects of integrating instructional support in the form of a prompt
that highlights the importance of learning from the educational game. We set out to answer …

Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model

S Rosenthal, RA Ratan - Computers & Education, 2022 - Elsevier
When designed well, serious games can support effective learning. This study used the
communication mediation model to examine the process and outcomes of playing serious …