Present study examines the effect of collaborative and competitive online games on group outcomes in the physical world. Participants first played an online game that is designed to be collaborative, competitive or individual. They were then grouped in a three-person group to work on two real-life tasks: a puzzle solving task and a group creativity task. Results show that both competition and collaboration group did better than the control group in the puzzle-solving task, albeit an insignificant result. On the other hand, control group generated significantly more creative ideas than the competition group in the group creativity task. Present research suggests several variables that might mediate the conventional collaboration and comp...
This study explored the elements that affect team achievements in virtual environments. In this stud...
Video games are incredibly popular and their prevalence in society increases year to year. Looking a...
Gamification is defined as the use of game techniques in a non-game context and has demonstrated pot...
This study examines the effects of virtual teamwork on real life collaboration. Sixty participants (...
Human Computation Games (HCGs) harness human intelligence through games to address computational pro...
An experimental study was conducted to further understand the effects competitive and collaborative ...
Because digital games are fun, engaging, and popular, organizations are attempting to integrate them...
[[abstract]]The purpose of this study was to investigate the effect of competition on students’ lear...
The present research examined how mode of play in an educational mathematics video game impacts lear...
Serious games have been commonly used in information technology education and training. Many of them...
The present study addresses the effectiveness of an educational mathematics game for improving propo...
The present study addresses the effectiveness of an educational mathematics game for improving propo...
© 2015 Elsevier Ltd. The present study addresses the effectiveness of an educational mathematics gam...
The present study addresses the effectiveness of an educational mathematics game for improving propo...
The purpose of this paper is to explore group creative processes in a virtual environment to better ...
This study explored the elements that affect team achievements in virtual environments. In this stud...
Video games are incredibly popular and their prevalence in society increases year to year. Looking a...
Gamification is defined as the use of game techniques in a non-game context and has demonstrated pot...
This study examines the effects of virtual teamwork on real life collaboration. Sixty participants (...
Human Computation Games (HCGs) harness human intelligence through games to address computational pro...
An experimental study was conducted to further understand the effects competitive and collaborative ...
Because digital games are fun, engaging, and popular, organizations are attempting to integrate them...
[[abstract]]The purpose of this study was to investigate the effect of competition on students’ lear...
The present research examined how mode of play in an educational mathematics video game impacts lear...
Serious games have been commonly used in information technology education and training. Many of them...
The present study addresses the effectiveness of an educational mathematics game for improving propo...
The present study addresses the effectiveness of an educational mathematics game for improving propo...
© 2015 Elsevier Ltd. The present study addresses the effectiveness of an educational mathematics gam...
The present study addresses the effectiveness of an educational mathematics game for improving propo...
The purpose of this paper is to explore group creative processes in a virtual environment to better ...
This study explored the elements that affect team achievements in virtual environments. In this stud...
Video games are incredibly popular and their prevalence in society increases year to year. Looking a...
Gamification is defined as the use of game techniques in a non-game context and has demonstrated pot...