This article investigates issues of controlling the amount of time during computer game play and potential solutions to help prevent excessive gaming. The study incorporates the realization of three different variants. Two screen based solutions and one based on a physical agent, outside the computer screen, provide notification and additionally even "intervention" to the user. The three realizations have been put to the test and the results, both quantitative and qualitative are presented. The physical agent-based solution was most attractive
When communication researchers consider computer games (and video games) as a new form of media ente...
When communication researchers consider computer games (and video games) as a new form of media ente...
This paper describes a behaviour analysis designed to measure the creative potential of computer gam...
This article investigates issues of controlling the amount of time during computer game play and pot...
This article investigates issues of controlling the amount of time during computer game play and pot...
This article investigates issues of controlling the amount of time during computer game play and pot...
Abstract: We address the problem of breaking the flow of gaming to prevent excessive game play. Earl...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
It is proposed that games, which are designed to generate positive affect, are most successful when ...
Public concern surrounding the effects video games have on players has inspired a large body of rese...
Public concern surrounding the effects video games have on players has inspired a large body of rese...
Abstract. This paper presents an exploration into the effects of specific types of persuasive techno...
Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills d...
When communication researchers consider computer games (and video games) as a new form of media ente...
When communication researchers consider computer games (and video games) as a new form of media ente...
This paper describes a behaviour analysis designed to measure the creative potential of computer gam...
This article investigates issues of controlling the amount of time during computer game play and pot...
This article investigates issues of controlling the amount of time during computer game play and pot...
This article investigates issues of controlling the amount of time during computer game play and pot...
Abstract: We address the problem of breaking the flow of gaming to prevent excessive game play. Earl...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
We address the problem of breaking the flow of gaming to prevent excessive game play. Earlier resear...
It is proposed that games, which are designed to generate positive affect, are most successful when ...
Public concern surrounding the effects video games have on players has inspired a large body of rese...
Public concern surrounding the effects video games have on players has inspired a large body of rese...
Abstract. This paper presents an exploration into the effects of specific types of persuasive techno...
Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills d...
When communication researchers consider computer games (and video games) as a new form of media ente...
When communication researchers consider computer games (and video games) as a new form of media ente...
This paper describes a behaviour analysis designed to measure the creative potential of computer gam...