Expert behavior in children's video game play
Simulation and Gaming
The microworld of Phoenix Quest: social and cognitive considerations
Education and Information Technologies
TREEZ - An educational data structures game
Journal of Computing Sciences in Colleges
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
Design and Evaluation of an Educational Software Process Simulation Environment and Associated Model
CSEET '05 Proceedings of the 18th Conference on Software Engineering Education & Training
Engendering an empathy for software engineering
ACE '05 Proceedings of the 7th Australasian conference on Computing education - Volume 42
SimVBSE: Developing a Game for Value-Based Software Engineering
CSEET '06 Proceedings of the 19th Conference on Software Engineering Education & Training
Electromagnetism supercharged!: learning physics with digital simulation games
ICLS '04 Proceedings of the 6th international conference on Learning sciences
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Debriefings of web-based malaria games
Simulation and Gaming
ICNC '07 Proceedings of the Third International Conference on Natural Computation - Volume 05
Assessing Aptitude for Learning with a Serious Game for Foreign Language and Culture
ITS '08 Proceedings of the 9th international conference on Intelligent Tutoring Systems
Semi-formal Evaluation of Conversational Characters
Languages: From Formal to Natural
An alternate reality game for language learning: ARGuing for multilingual motivation
Computers & Education
Dealing with out of domain questions in virtual characters
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
The effect of uncertainty on learning in game-like environments
Computers & Education
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Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.