Computer game designers have frequently identified game complexity or “challenge” as a key variable in determining the level of enjoyment users derive from computer games. However, no technical and psychological definition of complexity exists in the gaming literature. The current paper reports on an experiment designed to test a derived relations approach to defining game complexity. Twenty three participants were recruited and exposed to a stimulus equivalence training procedure, designed to train two five-member equivalence relations. Subsequently, participants were presented with a simulated computer game in which they were required to demonstrate responding in accordance with both one-node and three-node derived stimulus equiv...
In this this paper, we discuss the interest and the need to evaluate the difficulty of single player...
This paper posits the use of computer games as cognitive development tools that can provide players ...
In this paper, we discuss the interest and the need to evaluate the difficulty of single player vide...
Computer game designers have frequently identified game complexity or “challenge” as a key variable ...
The current research programme represents a rst step in the psychological analysis of on-line game p...
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Compute...
Existing theory posits that perceived complexity is an important driver of the usage and purchase of...
This paper proposes a new holistic approach to a formal model of computer games. The story and struc...
Two complex dynamical systems tend to match in the complexity index of their behavioral time series ...
Game economies (GEs) describe how resources in games are created, transformed, or exchanged: They un...
The available experimental evidence suggests that even two-person normal form games with an elementa...
The rich virtual worlds of videogames create powerful contexts for learning. In game worlds, as disc...
Researchers have identified different components of game fun in the past, but the objective of this ...
This article reviews a range of literature of computer games and learning theories and attempts to e...
Every game is a serious one, i.e., every game is appropriate for some learning. How it works and wha...
In this this paper, we discuss the interest and the need to evaluate the difficulty of single player...
This paper posits the use of computer games as cognitive development tools that can provide players ...
In this paper, we discuss the interest and the need to evaluate the difficulty of single player vide...
Computer game designers have frequently identified game complexity or “challenge” as a key variable ...
The current research programme represents a rst step in the psychological analysis of on-line game p...
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Compute...
Existing theory posits that perceived complexity is an important driver of the usage and purchase of...
This paper proposes a new holistic approach to a formal model of computer games. The story and struc...
Two complex dynamical systems tend to match in the complexity index of their behavioral time series ...
Game economies (GEs) describe how resources in games are created, transformed, or exchanged: They un...
The available experimental evidence suggests that even two-person normal form games with an elementa...
The rich virtual worlds of videogames create powerful contexts for learning. In game worlds, as disc...
Researchers have identified different components of game fun in the past, but the objective of this ...
This article reviews a range of literature of computer games and learning theories and attempts to e...
Every game is a serious one, i.e., every game is appropriate for some learning. How it works and wha...
In this this paper, we discuss the interest and the need to evaluate the difficulty of single player...
This paper posits the use of computer games as cognitive development tools that can provide players ...
In this paper, we discuss the interest and the need to evaluate the difficulty of single player vide...