This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA (TM)) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging. Both studies involved girls enrolled in a public middle school in Central Florida that served a predominately Hispanic (greater than 80%), low-income st...
Objective: A measure of play experience in video games was developed through literature review and t...
In this paper we address the problem of recognizing student engagement in prosocial games by exploit...
To obtain an accurate understanding of player experience (PE) in serious games that simulate organiz...
This research investigated the merits of using an established system for rating behavioral cues of i...
Background : Adolescents can use peer resistance skills to avoid being pressured into risky behavior...
Background : Adolescents can use peer resistance skills to avoid being pressured into risky behavior...
This paper begins with an argument that most measure development in the social sciences, with its re...
Background: Adolescents can use peer resistance skills to avoid being pressured into risky behavior,...
Part 4: Games-Based Learning and GamificationInternational audienceClasscraft is a digital role-play...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
This paper begins with an argument that most measure development in the social sciences, with its re...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
The application of gameplay metrics to empirically express a player’s engagement with the game syste...
The chapter takes as its main object of study Calleja’s (2011) Player Involvement Model, an analytic...
The Player and Avatar attachment help to motivate a student to strengthen their engagement in gamepl...
Objective: A measure of play experience in video games was developed through literature review and t...
In this paper we address the problem of recognizing student engagement in prosocial games by exploit...
To obtain an accurate understanding of player experience (PE) in serious games that simulate organiz...
This research investigated the merits of using an established system for rating behavioral cues of i...
Background : Adolescents can use peer resistance skills to avoid being pressured into risky behavior...
Background : Adolescents can use peer resistance skills to avoid being pressured into risky behavior...
This paper begins with an argument that most measure development in the social sciences, with its re...
Background: Adolescents can use peer resistance skills to avoid being pressured into risky behavior,...
Part 4: Games-Based Learning and GamificationInternational audienceClasscraft is a digital role-play...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
This paper begins with an argument that most measure development in the social sciences, with its re...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
The application of gameplay metrics to empirically express a player’s engagement with the game syste...
The chapter takes as its main object of study Calleja’s (2011) Player Involvement Model, an analytic...
The Player and Avatar attachment help to motivate a student to strengthen their engagement in gamepl...
Objective: A measure of play experience in video games was developed through literature review and t...
In this paper we address the problem of recognizing student engagement in prosocial games by exploit...
To obtain an accurate understanding of player experience (PE) in serious games that simulate organiz...