What HCI designers can learn from video game designers
CHI '94 Conference Companion 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
Call of (civic) duty: Action games and civic behavior in a large sample of youth
Computers in Human Behavior
Information technology use and creativity: Findings from the Children and Technology Project
Computers in Human Behavior
Video gameplay, personality and academic performance
Computers & Education
The validity of a game-based assessment of persistence
Computers in Human Behavior
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An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems relative to infrequent video game players. Results are explained in terms of the value of performance-based measures of persistence over self-report measures and how video game use can lead to more persistence across a variety of tasks.