Pathfinder associative networks: studies in knowledge organization
Pathfinder associative networks: studies in knowledge organization
Multimedia Learning
A comparison of guidance cues in desktop virtual environments
Virtual Reality
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Attentional Cueing in Serious Games
VS-GAMES '10 Proceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications
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Motivation -- To improve the effectiveness of (serious) games by empirically testing a number of cognition-based game design guidelines. Research approach -- A serious game was made to train players in performing the primary triage procedure in a large scale crisis situation. With this game, a number of game design decisions are systematically varied and the subsequent corresponding effects on learning gains, mental model construction and perceived engagement empirically tested. Findings -- While the game has been successful in training the triage procedure, the use of auditory guidance cues has led to worse mental model construction. Research limitations/Implications -- A triage consists of mostly procedural information, and the empirically tested guidelines are only tested in one game, making the possibility of generalization to other games and game types unclear. In addition, only the effects with relatively short play times are measured. Originality/Value -- Many serious games struggle to effectively convey their instructional material to the player. Conventional game design practice may even harm serious games; we seek to measure what works and what doesn't. Take away message -- When designing a serious game, pay careful attention to how much you task the player, subtle changes can make a big difference.