This study examines the influence of players’ age, gender and gaming preferences and habits (from now on, “gaming preferences”) on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups based on their gaming preferences: (1) Well-rounded gamers, who play all types of games often; (2) Hardcore players, who frequently tend to play first-person shooter (FPS) and sports games; (3) Casual players, who play moderately and tend to play music, social, and puzzle games; and (4) Non-gamers, who barely play videogames at all. Among all of the participants’ personal factors (age, gender and type of playe...
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphas...
Despite the emergent research of educational video games, video gaming experience and associated gen...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
This paper presents the results of a study made with university students to determine the types of v...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
This paper presents the results of analyzing motives, preferences, and experiences in video game pla...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
Educational video games present an opportunity to engage learners within immersive problem-so...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
Technology has provoked the concept of game to be viewed from different perspectives by generations....
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphas...
Despite the emergent research of educational video games, video gaming experience and associated gen...
Since coming into mainstream culture in the 1970s, video games have become increasingly popular. Whi...
Games have been successfully used in educational settings for many years. Still, it is not known in ...
This paper presents the results of a study made with university students to determine the types of v...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
This paper presents the results of analyzing motives, preferences, and experiences in video game pla...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
Educational video games present an opportunity to engage learners within immersive problem-so...
Entertainment gaming research typically focuses on the underlying motivations for play and on the su...
Technology has provoked the concept of game to be viewed from different perspectives by generations....
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
In this study, we examined gender differences in video game use by focusing on interpersonal needs f...