The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Preliminary evaluation of the interactive drama facade
CHI '05 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Twisty Little Passages: An Approach to Interactive Fiction
Twisty Little Passages: An Approach to Interactive Fiction
Presence and engagement in an interactive drama
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Looking at the Interactive Narrative Experience through the Eyes of the Participants
ICIDS '08 Proceedings of the 1st Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Virtual communities of care: online peer networks with post-organ transplant youth
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
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In this paper we describe a prototype of a serious game designed to improve hospital patients' confidence in managing their hospital stay. We present findings of an evaluation of our visual novel computer game by comparing it with traditional approaches to increasing patient empowerment and patient self-efficacy. The results indicated a significant effect of the type of intervention on improvement in empowerment, but only for participants with gaming experience or who achieved a high level of engagement in the game. This study provides evidence that games may outperform other types of health intervention under certain conditions.