We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier research on immersive experiences suggests that flow, notably the distorted feeling of time and focused attention, is at the heart of the problem. We explore the topic of excessive game play and its effects with a group of game players. This group consisted of 10 children working together to elaborate on the issues mentioned. Group activities included free-word association, interaction re-labelling exercises and group discussions on player-actor relationships and ideal solutions. Children want control of intervention settings; parental interaction is considered mostly inappropriate. Any intervention strategy should ’understand’ the game and anticip...
Gamification, the use of game design elements, such as points, levels, badges and achievements, in n...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...
A growing number of children and adolescents play video games (VGs) for long amounts of time. The cu...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
Abstract: We address the problem of breaking the flow of gaming to prevent excessive game play. Earl...
Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills d...
Despite a growing interest in player-centred methods for serious games, little is known on how to ac...
This article investigates issues of controlling the amount of time during computer game play and pot...
PURPOSE OF THE REVIEW The notion that play may facilitate learning has long been touted. Here, we re...
Item does not contain fulltextThe present study examined (1) how executive control contributed to in...
Aims: Video game playing motivation has been explored using various theoretical frameworks. Studies ...
Children encounter many dangers at home and in their surroundings during their daily lives. Safety e...
Learning games that address targeted curriculum areas are widely used in schools. Within games, pro...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Playing games can be one of the most important activities for children to improve their social probl...
Gamification, the use of game design elements, such as points, levels, badges and achievements, in n...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...
A growing number of children and adolescents play video games (VGs) for long amounts of time. The cu...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
Abstract: We address the problem of breaking the flow of gaming to prevent excessive game play. Earl...
Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills d...
Despite a growing interest in player-centred methods for serious games, little is known on how to ac...
This article investigates issues of controlling the amount of time during computer game play and pot...
PURPOSE OF THE REVIEW The notion that play may facilitate learning has long been touted. Here, we re...
Item does not contain fulltextThe present study examined (1) how executive control contributed to in...
Aims: Video game playing motivation has been explored using various theoretical frameworks. Studies ...
Children encounter many dangers at home and in their surroundings during their daily lives. Safety e...
Learning games that address targeted curriculum areas are widely used in schools. Within games, pro...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Playing games can be one of the most important activities for children to improve their social probl...
Gamification, the use of game design elements, such as points, levels, badges and achievements, in n...
Over the years, there has been a significant increase in the adoption of game-based interventions fo...
A growing number of children and adolescents play video games (VGs) for long amounts of time. The cu...