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The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement

John L. Sherry
2013 New Directions for Child and Adolescent Development  
Because children' s and adolescents' play time varies by game genre, engagement with a game likely re ects the match between the genre and the player' s preferences and needs.  ...  According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players.  ...  U&G provides a valuable window into patterns of game genre preference across developmental stages.  ... 
doi:10.1002/cad.20027 pmid:23483689 fatcat:o7xc5p3ckjdtdlcg3zmjrl2xmy

Towards general models of player affect

Elizabeth Camilleri, Georgios N. Yannakakis, Antonios Liapis
2017 2017 Seventh International Conference on Affective Computing and Intelligent Interaction (ACII)  
This paper, instead, investigates how computational models of affect can be general across dissimilar tasks; in particular, in modeling the experience of playing very different video games.  ...  We construct models mapping ranks of arousal to skin conductance and gameplay logs via preference learning and we use a form of cross-game validation to test the generality of the obtained models on unseen  ...  PREFERENCE LEARNING This work explores how general models of affect can be constructed across dissimilar activities and tasks.  ... 
doi:10.1109/acii.2017.8273621 dblp:conf/acii/CamilleriYL17 fatcat:a36t346csnc3vong4otduxepae

Impacts of Forced Serious Game Play on Vulnerable Subgroups

Carrie Heeter, Yu-Hao Lee, Brian Magerko, Ben Medler
2011 International Journal of Gaming and Computer-Mediated Simulations  
Three vulnerable subgroups of players (non-gamers, resistant players, and females) were studied to understand how each approaches and plays serious games.  ...  Additionally, non-gamers were at a distinct disadvantage as far as gameplay performance. They experienced more negative affect in two of the four games.  ...  Boys play for more time and they play more different genres of games than girls do (an average of eight different genres compared to an average of six genres).  ... 
doi:10.4018/jgcms.2011070103 fatcat:22itgqshfnftrbhcmafbpwoslm

Correlating a Motivation-Activation Measure With Media Preference

Robert F. Potter, Sungkyoung Lee, Bridget E. Rubenking
2011 Journal of Broadcasting & Electronic Media  
This study investigates the relationship between individual differences in motivational system responsiveness and preferences for media genres and programming types.  ...  There is a substantial history in mass communication research of identifying individual differences that correlate with preferences for specific media genres and programming types (e.g., Katz, Blumler,  ...  Method In order to test these hypotheses, a computer-assisted survey was designed to ask respondents their preferences across a wide spectrum of media genres.  ... 
doi:10.1080/08838151.2011.597468 fatcat:dhjgulurn5egrasiv4kkn6e54a

Orientations to Video Games Among Gender and Age Groups

Bradley S. Greenberg, John Sherry, Kenneth Lachlan, Kristen Lucas, Amanda Holmstrom
2008 Simulation & Gaming  
They were asked about their orientation to video games-the amount of time they played, their motives for doing so, and the game types they preferred-to better understand the context in which effects research  ...  Preference for physical games declined among the older males, and generally motives were stronger in the middle years of playing for both males and females than in the youngest and oldest age groups.  ...  Gender Differences in Time and Gratifications Gender is the dominant differentiating trait in playing time, in strength of motivation, and in genre preferences.  ... 
doi:10.1177/1046878108319930 fatcat:tiqaqiozsjdufm4ts4unvosubm

Strategic timing of entry: evidence from video games

Benjamin Engelstätter, Michael R. Ward
2016 Journal of Cultural Economics  
We identify game niches by genre, age-appropriateness, a four week window cohort, publisher and console system.  ...  ABSTRACT This paper investigates how video game publishers' choice of game release date is affected by the expected level of competition within the game's product niche.  ...  As with many entertainment goods, prices at the time of release do not vary across games in proportion to demand, if at all.  ... 
doi:10.1007/s10824-016-9276-7 fatcat:z7p3jps2vvdgjlahhbx45oobim

Strategic Timing of Entry: Evidence from Video Games

Benjamin Engelstttter, Michael R. Ward
2013 Social Science Research Network  
We identify game niches by genre, age-appropriateness, a four week window cohort, publisher and console system.  ...  ABSTRACT This paper investigates how video game publishers' choice of game release date is affected by the expected level of competition within the game's product niche.  ...  As with many entertainment goods, prices at the time of release do not vary across games in proportion to demand, if at all.  ... 
doi:10.2139/ssrn.2379471 fatcat:qvd4gicu3nb47hfk2rhaxuafta

Understanding Appeals of Video Games for Readers' Advisory and Recommendation

Jin Ha Lee, Rachel Ivy Clarke, Hyerim Cho, Travis Windleharth
2017 Reference and user services quarterly  
Based on 1,257 survey responses, we identify sixteen different appeals of video games and elaborate how these appeals are expressed in users' terms.  ...  In addition, we also examined the correlation between appeals and common game genres.  ...  This shows noticeable differences in the most prominent appeal across genres.  ... 
doi:10.5860/rusq.57.2.6529 fatcat:fdkxvcxtkzaznm5nlotap7c2ra

Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users

Liam Mason, Kathrin Gerling, Patrick Dickinson, Antonella De Angeli
2019 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19  
Results show that the anticipation of positive experiences was the strongest predictor of engagement with PA, and that accessibility concerns act as barriers both in terms of PA participation and technology  ...  Second, we build on the interviews in a survey that received 44 responses from a broader group of wheelchair users.  ...  (9)), with amount of use being varied (all the time (26), most of the time (11), moderately (2) and very little (2) ).  ... 
doi:10.1145/3290605.3300262 dblp:conf/chi/MasonGDA19 fatcat:dqmropt4ejfvthui64573iguw4

The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers

Luther Elliott, Geoffrey Ream, Elizabeth McGinsky, Eloise Dunlap
2012 International Journal of Mental Health and Addiction  
Measurements-Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables  ...  Aims-To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design-Nationally representative survey.  ...  Acknowledgments These analyses were supported by grant R01-DA027761, "Video Games' Role in Developing Substance Use," from the National Institute of Drug Abuse.  ... 
doi:10.1007/s11469-012-9391-4 pmid:23284310 pmcid:PMC3532852 fatcat:h3o6h3hwjvcy3he7tpsdfy3b4i

Genre matters in determining success factors for online game service

Dong Hyun Lee
2020 GLOBAL BUSINESS & FINANCE REVIEW  
Findings: The results showed that different online game genres were impacted differently by each element of perceived quality.  ...  Design/methodology/approach: In this study, perceived enjoyment, ease of use and quality were suggested for probable success factors of online game service and then research model was developed to identify  ...  Each genre has its own unique expectations, motives and goals, therefore why, when, where, how and to whom each genre is consumed are inevitably different.  ... 
doi:10.17549/gbfr.2020.25.1.89 fatcat:smo2gkzponhxtk5qik2yjzq3a4

Exploring Older Adults' Video Game Use in the PRISM Computer System

Walter R Boot, Jerad H Moxley, Nelson A Roque, Ronald Andringa, Neil Charness, Sara J Czaja, Joseph Sharit, Tracy Mitzner, Chin Chin Lee, Wendy A Rogers
2018 Innovation in aging  
We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use.  ...  Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and  ...  These varying patterns of game preference are possibly related to individual differences in motives for gameplay, which we did not assess.  ... 
doi:10.1093/geroni/igy009 pmid:30480133 pmcid:PMC6177054 fatcat:ulehbd7tlzbspke2rjq7ukqkwa

Gen X and Digital Games: Looking Back to Look Forward [chapter]

Julie A. Brown, Hannah R. Marston
2018 Lecture Notes in Computer Science  
By identifying themes in these early studies, scholars have the potential to track an entire generation's gaming history and characteristics from childhood to present day.  ...  In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade.  ...  First, the Nintendo DS, afforded ease of interaction through a stylus and touch screen while encompassing a variety of games across different genres, including health and casual games.  ... 
doi:10.1007/978-3-319-92037-5_34 fatcat:xzxxfaxjnned3ndv7bblu62aau

Validity Threats in Quantitative Data Collection With Games: A Narrative Survey

David Gundry, Sebastian Deterding
2018 Simulation & Gaming  
They are rich in unwanted variance and diversity. And their social framing can differ from and interact with the framing of research studies or non-game situations they are supposed to represent.  ...  We present a narrative survey of documented and potential threats to validity in using games for quantitative data collection. Method.  ...  Different people display different stable preferences in play activity and style: they may prefer exploration, socialising, winning, or something else altogether.  ... 
doi:10.1177/1046878118805515 fatcat:fmrq2n77rzh67agwddnkg2khvu

Overcoming Barriers to Engagement with Educational Video Games for Self-Directed Learning: A Mixed-Methods Case Study [article]

Angela He
2017 arXiv   pre-print
Although engagement begets these benefits, there is a lack of research on how students engage with educational games, especially when self-directed.  ...  Employing the within-case and cross-case approach and triangulation of data, four educational-game specific barriers emerged (from most common to least common): 1) negative perceptions of educational games  ...  Participants and gaming researchers indicate that the most preferred game genres are simulation, role-playing, shooting, and adventure; however, note that genre preferences significantly vary when considering  ... 
arXiv:1710.04491v1 fatcat:3iq47dcz25fl7klcjdmzahtp4q
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