Best practices in corporate training and the role of aesthetics: interviews with eight experts
SIGCPR '01 Proceedings of the 2001 ACM SIGCPR conference on Computer personnel research
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Using narrative as a motivating device to teach binary arithmetic and logic gates
Proceedings of the 9th annual SIGCSE conference on Innovation and technology in computer science education
Proceedings of the third Nordic conference on Human-computer interaction
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Architectural designers and the interactive audience
Proceedings of the second Australasian conference on Interactive entertainment
Making educational computer games "educational"
Proceedings of the 2005 conference on Interaction design and children
Theorizing games in/and education
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Using augmented reality games to teach 21st century skills
ACM SIGGRAPH 2006 Educators program
ACM SIGGRAPH 2006 Educators program
Digital Game-Based Learning
Sensation seeking and e-shoppers
Electronic Commerce Research
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming
An Online Survey System on Computer Game Enjoyment and Personality
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment
Proceedings of the Symposium on Human Interface 2009 on Human Interface and the Management of Information. Information and Interaction. Part II: Held as part of HCI International 2009
Proceedings of the Designing Interactive Systems Conference
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Computer games are very popular among children. There is increasing interest to apply computer game in education to render learning more attractive and motivating. However, it remains to be explored what factors drive children to play educational games. In this paper, we investigate impacts of game narrative and player's characteristics (e.g. gender, personality) on children's intention to play a digital education game. The results revealed that effect of game narrative, gender, and sensation seeking personality are significant factors in predicting children's gameplay intention. Implications of this study are discussed from perspectives of academic research as well as educational game design.