Serious games are becoming increasingly popular due to their association with increased learning outcomes when compared to traditional self‐regulated learning activities. However, the majority of research examining the outcomes of serious games has focused almost exclusively on learning outcomes. This has resulted in a lack of research examining why these types of games result in increased positive outcomes, such as engagement or performance. This study seeks to address this gap in existing research by examining the relationship between game difficulty and participants’ engagement, performance and self‐efficacy in a Pacman style maze navigation game. This required the use of hidden difficulty variations which participants were randomly assi...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Abstract: Serious games are composed of three components, namely, learning contents, learning strate...
Throughout time games have been utilized for a great variety of purposes: relaxing leisure, competit...
Objective: The goal of this study was to evaluate two kinds of difficulty adaptation techniques in t...
peer-reviewedCurrently there exists a dearth in the research regarding the link between task difficu...
Currently there exists a dearth in the research regarding the link between task difficulty and self-...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
As playing serious games becomes a more viable method of teaching it is important to examine the fac...
As playing serious games becomes a more viable method of teaching it is important to examine the fac...
As playing serious games becomes a more viable method of teaching it is important to examine the fac...
The central prescriptions for using brain games to improve brain health are progressive challenge an...
Serious games have been commonly used in information technology education and training. Many of them...
Matching game difficulty to player ability is a crucial step toward a rewarding player experience, y...
Gamification is the application of game elements to non-game environments (Deterding, 2012), and is ...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Abstract: Serious games are composed of three components, namely, learning contents, learning strate...
Throughout time games have been utilized for a great variety of purposes: relaxing leisure, competit...
Objective: The goal of this study was to evaluate two kinds of difficulty adaptation techniques in t...
peer-reviewedCurrently there exists a dearth in the research regarding the link between task difficu...
Currently there exists a dearth in the research regarding the link between task difficulty and self-...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 s...
As playing serious games becomes a more viable method of teaching it is important to examine the fac...
As playing serious games becomes a more viable method of teaching it is important to examine the fac...
As playing serious games becomes a more viable method of teaching it is important to examine the fac...
The central prescriptions for using brain games to improve brain health are progressive challenge an...
Serious games have been commonly used in information technology education and training. Many of them...
Matching game difficulty to player ability is a crucial step toward a rewarding player experience, y...
Gamification is the application of game elements to non-game environments (Deterding, 2012), and is ...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Abstract: Serious games are composed of three components, namely, learning contents, learning strate...
Throughout time games have been utilized for a great variety of purposes: relaxing leisure, competit...