A dynamic model of stress, and sustained attention
Human Factors
Debriefing: toward a systematic assessment of theory and practice
Simulation and Gaming - Special issue: debriefing
Emotion in human-computer interaction
The human-computer interaction handbook
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Creating emotion in games: the craft and art of Emotioneering™
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Simple Classification Model for Debriefing Simulation Games
Simulation and Gaming
Identifying Situated Cognition in Organizations
Organization Science
The role of emotion in computer skill acquisition
The role of emotion in computer skill acquisition
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
A new framework for entertainment computing: from passive to active experience
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Exploring the learning-theory bases of GBL
Journal of Computer Assisted Learning
The Effectiveness of Narrative Pre-Experiences for Creating Context in Military Training
Simulation and Gaming
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For the development of serious gaming, it is necessary to articulate the specific features that lend themselves best to the creation of effective learning games. Given the limited resources of the typical serious games developer, time and money should be spent in a way such that features with the greatest return on investment take priority. Opening cinematics, a popular feature of games, was examined through the lens of three major theoretical perspectives that promote learning, specifically situated learning, emotional arousal, and goal orientation. A series of three experiments was conducted to determine if the inclusion of opening cinematics was able to change the goal orientation of players as well as improve the effectiveness of a serious game used to train U.S. Navy recruits shipboard damage control procedures. The data suggest that opening cinematics were not worth the immense development investment. Game design suggestions and potential topics for future research are provided.