GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Serious games as input versus modulation: different evaluations of utility
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Cyber security games: a new line of risk
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Gamifying learning experiences: Practical implications and outcomes
Computers & Education
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
Proceedings of the 12th International Conference on Interaction Design and Children
Acceptance of game-based learning by secondary school teachers
Computers & Education
DHM'13 Proceedings of the 4th international conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management: human body modeling and ergonomics - Volume Part II
The comparisons of the influences of prior knowledge on two game-based learning systems
Computers & Education
"Critic-proofing" of the cognitive aspects of simple games
Computers & Education
International Journal of Online Pedagogy and Course Design
Aspects of the Integration of Games into Educational Processes
International Journal of Knowledge Society Research
Information Sciences: an International Journal
Evaluating the educational effectiveness of simulation games: A value generation model
Information Sciences: an International Journal
Toward a mathematical model of motivation, volition, and performance
Computers & Education
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This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.