OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative...
The study aimed to assess the impact of a student-created videogame on university students’ percepti...
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There ...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narrati...
Objective: The aim of this study was to investigate which narrative elements of digital game narrati...
Objective: The aim of this study was to investigate which narrative elements of digital game narrati...
This study investigated adolescents’ perception and attitudes towards gender representation in video...
This study investigated adolescents’ perception and attitudes towards gender representation in video...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphas...
The paper describes research on the role and place of computer games in the lives of children and ad...
Video games have been the target of controversy for years, whether about violence or inappropriate...
Technology has provoked the concept of game to be viewed from different perspectives by generations....
The motivation for this study is the under-representation of females in computer science education a...
Data de publicació electrònica: 21 de febrer de 2021This study analyses how gender and socioeconomic...
The study aimed to assess the impact of a student-created videogame on university students’ percepti...
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There ...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narrati...
Objective: The aim of this study was to investigate which narrative elements of digital game narrati...
Objective: The aim of this study was to investigate which narrative elements of digital game narrati...
This study investigated adolescents’ perception and attitudes towards gender representation in video...
This study investigated adolescents’ perception and attitudes towards gender representation in video...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphas...
The paper describes research on the role and place of computer games in the lives of children and ad...
Video games have been the target of controversy for years, whether about violence or inappropriate...
Technology has provoked the concept of game to be viewed from different perspectives by generations....
The motivation for this study is the under-representation of females in computer science education a...
Data de publicació electrònica: 21 de febrer de 2021This study analyses how gender and socioeconomic...
The study aimed to assess the impact of a student-created videogame on university students’ percepti...
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There ...
This study examines the influence of players’ age, gender and gaming preferences and habits (from no...