Computer games have for years been the focus of Human Computer Interaction (HCI)-oriented research. For example, researchers have looked at playability and have developed heuristics for evaluating fun as well as usability of computer games (Desurvire, et al. 2004; Fabricatore, et al. 2002; Federoff 2002). Although much of this research has revolved around enhancing engagement by improving player-game interaction, some (Ducheneaut, et al. 204; Ducheneaut, et al. 2006; Kolo and Baur 2004) have begun to look into the social aspects of gaming as most computer game play is social. Surveys have shown that almost 60 percent of game players play with friends; 33 percent play with siblings and 25 percent play with spouses or parents (Jenkins 2006). ...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
One of the benefits of computer game–based learning is the ability of certain types of game to engag...
Children today, are exposed to video games from an early age in the form of tablets, smart phones an...
The present ITSE journal special issue on ”Learning About Social Interaction through Gaming” is the ...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
This article reviews a range of literature of computer games and learning theories and attempts to e...
Flow theory has had a major influence on game scholars’ and designers’ understanding of the psycholo...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
What social practices are people involved when staying in a game café? What kind of social setting i...
This study explores how distributing the controls of a video game among multiple players affects the...
Online multiplayer games have become complex social worlds. As such, playing these games requires mo...
This research examines how players engage in gameplay activities in videogames, and how these activi...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
One of the benefits of computer game–based learning is the ability of certain types of game to engag...
Children today, are exposed to video games from an early age in the form of tablets, smart phones an...
The present ITSE journal special issue on ”Learning About Social Interaction through Gaming” is the ...
ii iii Video games are a form of software and thus an obvious object of study in Human-Computer Inte...
In this chapter we have introduced research in, on, and using games to non-game researchers. Gaming ...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
This article reviews a range of literature of computer games and learning theories and attempts to e...
Flow theory has had a major influence on game scholars’ and designers’ understanding of the psycholo...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
The playing of computer games in the home is ubiquitous in contemporary life. Research that examines...
What social practices are people involved when staying in a game café? What kind of social setting i...
This study explores how distributing the controls of a video game among multiple players affects the...
Online multiplayer games have become complex social worlds. As such, playing these games requires mo...
This research examines how players engage in gameplay activities in videogames, and how these activi...
New media technologies are ubiquitous. Among these, digital games continue their rise in significanc...
One of the benefits of computer game–based learning is the ability of certain types of game to engag...
Children today, are exposed to video games from an early age in the form of tablets, smart phones an...