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
Tabletop games that require the aid of a human facilitator are typically designed for a physical env...
The issue of online game effects such as excessive play and addiction has attracted the attention of...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...
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...
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...
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...
This paper describes a behaviour analysis designed to measure the creative potential of computer gam...
This paper addresses the issue of screen time, a growing phenomenon triggered by the spread of digit...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
Tabletop games that require the aid of a human facilitator are typically designed for a physical env...
The issue of online game effects such as excessive play and addiction has attracted the attention of...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...
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...
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...
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...
This paper describes a behaviour analysis designed to measure the creative potential of computer gam...
This paper addresses the issue of screen time, a growing phenomenon triggered by the spread of digit...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
Tabletop games that require the aid of a human facilitator are typically designed for a physical env...
The issue of online game effects such as excessive play and addiction has attracted the attention of...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...