Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Flow experiences in information technology use
International Journal of Human-Computer Studies
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
The FaceReader: measuring instant fun of use
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Digital Game-Based Learning
Editorial: HCI issues in computer games
Interacting with Computers
Evaluation of object-oriented design patterns in game development
Information and Software Technology
Flow in games (and everything else)
Communications of the ACM
Methods for evaluating games: how to measure usability and user experience in games?
Proceedings of the international conference on Advances in computer entertainment technology
The design of coopetitive pedagogy in an integrated web-based learning model
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
Investigating narrative in mobile games for seniors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Catalyst: seeing through the eyes of a cat
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Investigation of the antecedents and consequences of gamer satisfaction: An individual perspective
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Tracking the UFO's paths: using eye-tracking for the evaluation of serious games
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
A data-driven taxonomy of undergraduate student videogame enjoyment
GLS'11 Proceedings of the 7th international conference on Games + Learning + Society Conference
Everscape: the making of a disaster evacuation experience
CHI '12 Extended Abstracts on Human Factors in Computing Systems
GameFlow heuristics for designing and evaluating real-time strategy games
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Turning the classic snake mobile game into a location---based exergame that encourages walking
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Measuring the flow experience of gamers: An evaluation of the DFS-2
Computers in Human Behavior
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
The effect of uncertainty on learning in game-like environments
Computers & Education
A surrogate competition approach to enhancing game-based learning
ACM Transactions on Computer-Human Interaction (TOCHI)
Exploring audio storytelling in mobile exergames to affect the perception of physical exercise
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Modelling students' flow experiences in an online learning environment
Computers & Education
Comparing student competences in a face-to-face and online business game
Computers in Human Behavior
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale
Computers in Human Behavior
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In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view. E-learning games are aimed at the achievement of learning objectives via the creation of a flow effect. Thus, this study is based on Sweetser's & Wyeth's framework to develop a more rigorous scale that assesses user enjoyment of e-learning games. The scale developed in the present study consists of eight dimensions: Immersion, social interaction, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. Four learning games employed in a university's online learning course ''Introduction to Software Application'' were used as the instruments of scale verification. Survey questionnaires were distributed to students taking the course and 166 valid samples were subsequently collected. The results showed that the validity and reliability of the scale, EGameFlow, were satisfactory. Thus, the measurement is an effective tool for evaluating the level of enjoyment provided by e-learning games to their users.