This paper describes an experiment which aims to examine whether different versions of the same game, which differ only in terms of freedom of movement that incurs varying degrees of freeform gameplay, elicit different kinds of player experiences. Seventy one children aged 9 and 11 from a Greek primary school participated in a research experiment with these different game versions. Post-tests were used to measure the children’s opinion of these games and differences in the appeal of the versions were then attributed to the feature of freeform gameplay. The findings from the study demonstrated that the digital game that offers the greatest extent of freeform gameplay led to better gaming experience than the digital games with lower extent of...
The introduction of serious games as pedagogical supports in the field of education is a process gai...
The introduction of motion capture in the everyday gaming has changed the way players interact with ...
Studies have shown that digital game-based learning (DGBL) can stimulate learners and increase motiv...
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions a...
Prior research has supported that game-based learning is dependent on the degree of immersion achiev...
Immersion is often argued to be one of the main driving forces behind children’s learning in digital...
Immersion is often argued to be one of the main driving forces behind children’s learning in digital...
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behavio...
It is known that computer games are motivating for children, but there is limited direct evidence of...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
Communications in Computer and Information Science Volume 1044, 2019, Pages 222-233© 2019, Springer ...
It is known that computer games are motivating for children, but there is limited direct evidence of...
Pedagogy is a dynamic science and needs to constantly change with time. During the last decade, ther...
Thesis (Ph.D.) - Indiana University, Education, 2015The potential of educational videogames to provi...
The Free-to-Play model has become popular in the gaming industry during the last decade. Games are o...
The introduction of serious games as pedagogical supports in the field of education is a process gai...
The introduction of motion capture in the everyday gaming has changed the way players interact with ...
Studies have shown that digital game-based learning (DGBL) can stimulate learners and increase motiv...
Employing a mixed-method explorative approach, this study examined the in situ use of and opinions a...
Prior research has supported that game-based learning is dependent on the degree of immersion achiev...
Immersion is often argued to be one of the main driving forces behind children’s learning in digital...
Immersion is often argued to be one of the main driving forces behind children’s learning in digital...
Assessing game experience on Digital Educational Games (DEGs) can enhance knowledge on users behavio...
It is known that computer games are motivating for children, but there is limited direct evidence of...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
Communications in Computer and Information Science Volume 1044, 2019, Pages 222-233© 2019, Springer ...
It is known that computer games are motivating for children, but there is limited direct evidence of...
Pedagogy is a dynamic science and needs to constantly change with time. During the last decade, ther...
Thesis (Ph.D.) - Indiana University, Education, 2015The potential of educational videogames to provi...
The Free-to-Play model has become popular in the gaming industry during the last decade. Games are o...
The introduction of serious games as pedagogical supports in the field of education is a process gai...
The introduction of motion capture in the everyday gaming has changed the way players interact with ...
Studies have shown that digital game-based learning (DGBL) can stimulate learners and increase motiv...