Tell Me a Story: A New Look at Real and Arfificial Memory: A New Look at Real and Artificial MEM
Tell Me a Story: A New Look at Real and Arfificial Memory: A New Look at Real and Artificial MEM
Evaluating technology-based learning: Which model?
Proceedings of the IFIP TC3/WG3.2 Working Conference on the Seign, Implementation and Evaluation of Interactive Multimedia in University Settings: Designing for Change in Teaching and Learning
Human Problem Solving
Proceedings of the fifteenth ACM conference on Hypertext and hypermedia
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Engendering an empathy for software engineering
ACE '05 Proceedings of the 7th Australasian conference on Computing education - Volume 42
The curse of Monkey Island: holding the attention of students weaned on computer games
Journal of Computing Sciences in Colleges
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A documental approach to adventure game development
Science of Computer Programming
Educational game design for online education
Computers in Human Behavior
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
From Story-Telling to Educational Gaming: The Bamiyan Valley Case
ICWL '08 Proceedings of the 7th international conference on Advances in Web Based Learning
: an open source authoring environment for 3D adventure games in education
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
Transactions on edutainment I
Production and deployment of educational videogames as assessable learning objects
EC-TEL'06 Proceedings of the First European conference on Technology Enhanced Learning: innovative Approaches for Learning and Knowledge Sharing
Language-Driven development of videogames: the experience
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
A game-based adaptive unit of learning with IMS learning design and
EC-TEL'07 Proceedings of the Second European conference on Technology Enhanced Learning: creating new learning experiences on a global scale
Usability testing for serious games: making informed design decisions with user data
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
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Personal computer adventure games, in which the player assumes the role of a fantasy character to pursue an adventure, have enjoyed enormous popularity and commercial success. Beyond their entertainment value, these games also have an educational value, training users to become better problem solvers in the game domain and probably beyond.In order to understand better this type of game and determine its potential use for managerial training, we analyzed adventure games with respect to three issues. First, what makes a computer simulation an adventure game; second, what makes such a game enjoyable and challenging; and finally, how well does such a game facilitate learning? In search of answers, we analyzed a number of adventure games to determine game structures, and completed a small empirical study in which subjects played a game and had to answer both content and preference related questions.Overall, our analysis reconfirmed people's liking of adventure games. Players seem to enjoy the games' story and interface, and are challenged by the game tasks. Players also learn from gaming; yet levels of learning vary widely, based on the type of knowledge to be conveyed. Fact learning proved to be easiest; plan learning and learning of negative knowledge, the hardest.