Activity theory: implications for human-computer interaction
Context and consciousness
Designing educational technology: computer-mediated change
Context and consciousness
Genre and game studies: toward a critical approach to video game genres
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Developing strategic and reasoning abilities with computer games at primary school level
Computers & Education
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer game development as a literacy activity
Computers & Education
A Conceptual Framework for Serious Games
ICALT '09 Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies
Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
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This paper posits the use of computer games as cognitive development tools that can provide players with transferable skills suitable for learning in the 21st century. We describe a method for categorizing single-player computer games according to the main cognitive function(s) engaged in by the player during gaming. Categorization was done in collaboration with a neuropsychologist, academic researchers, and research assistants. Twelve research assistants, mostly domain novices, were trained to categorize games according to a cognitive matrix developed by the neuropsychologist. They also categorized the games, and evaluated and commented on the relevance of the neuropsychologist's categorization of the games. Through the process of ''critic proofing,'' computer games were reliably classified into primary and secondary cognitive categories, and the team was able to identify problems with both the categorization of certain games and the definitions of some of the cognitive functions in our cognitive matrix. Such an approach allowed for the identification of under-populated cognitive categories in the project's existing repository of games, and for further development of the cognitive representation framework, information useful for both researchers and designers in the gaming industry.