Cognitive gameplay—the cognitive dimension of a player’s experience—emerges from the interaction between a player and a game. While its design requires careful consideration, cognitive gameplay can be designed only indirectly via the design of game components. In this paper, we focus on one such component—the core mechanic—which binds a player and game together through the performance of essential interactions. Little extant research has been aimed at developing frameworks to support the design of interactions within the core mechanic with cognitive gameplay in mind. We present a taxonomic framework named INFORM (Interaction desigN For the cORe Mechanic) to address this gap. INFORM employs twelve micro-level elements that collectively give ...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
This paper describes a design framework intended to conceptually map the influence that game design ...
Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing g...
Cognitive gameplay—the cognitive dimension of a player’s experience—emerges from the interaction bet...
Computer games have been touted for their ability to engage players in cognitive activities (e.g., d...
Playing a game is a complex skill that comprises a set of more basic skills which map onto the compo...
International audienceThis article investigated whether it is possible to establish correspondences ...
A fully developed nomology for the study of games requires the development of explanatory theoretica...
This paper posits the use of computer games as cognitive development tools that can provide players ...
This paper posits the use of computer games as cognitive development tools that can provide players ...
peer reviewedAction video games have great potential as cognitive training instruments for their dat...
Serious games are, at their core, exploratory learning environments designed around the pedagogy and...
This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures i...
Serious games sometimes are not as efficacious as they should be when it comes to learning, but the ...
This article reviews a range of literature of computer games and learning theories and attempts to e...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
This paper describes a design framework intended to conceptually map the influence that game design ...
Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing g...
Cognitive gameplay—the cognitive dimension of a player’s experience—emerges from the interaction bet...
Computer games have been touted for their ability to engage players in cognitive activities (e.g., d...
Playing a game is a complex skill that comprises a set of more basic skills which map onto the compo...
International audienceThis article investigated whether it is possible to establish correspondences ...
A fully developed nomology for the study of games requires the development of explanatory theoretica...
This paper posits the use of computer games as cognitive development tools that can provide players ...
This paper posits the use of computer games as cognitive development tools that can provide players ...
peer reviewedAction video games have great potential as cognitive training instruments for their dat...
Serious games are, at their core, exploratory learning environments designed around the pedagogy and...
This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures i...
Serious games sometimes are not as efficacious as they should be when it comes to learning, but the ...
This article reviews a range of literature of computer games and learning theories and attempts to e...
Part 1: Digital Games and Interactive EntertainmentInternational audienceThis paper describes a desi...
This paper describes a design framework intended to conceptually map the influence that game design ...
Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing g...