Cognitive processing differences between frequent and infrequent Internet users
Computers in Human Behavior
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
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Video games were evaluated by players very familiar with them, along five cognitive dimensions drawn from the PASS model. These 233 gamers evaluated up to three games each which were then placed into genres defined by GameSpot.com and compared in terms of their perceived cognitive components. Game genre, for which there was sufficient number of evaluations, differed along each cognitive dimension.