Structural Knowledge: Techniques for Representing, Conveying, and Acquiring Structural Knowledge
Structural Knowledge: Techniques for Representing, Conveying, and Acquiring Structural Knowledge
Mind at Play; The Psychology of Video Games
Mind at Play; The Psychology of Video Games
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
3D Worlds for Edutainment: Educational, Relational and Organizational Principles
PERCOMW '05 Proceedings of the Third IEEE International Conference on Pervasive Computing and Communications Workshops
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Human Problem Solving
From hunt the wumpus to everquest: introduction to quest theory
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
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The study explores how the design of quest types and different players' gaming motivations might affect knowledge acquisitions in an online role-playing game environment. An experiment was conducted to collect data. The results showed that "immersion motivation" had the most significant influence on knowledge acquisitions. The bounty-collection quest significantly affected the procedure knowledge of subjects with high immersion motivation, whereas the fed express quest affected declarative knowledge of subjects with high immersion motivation.