2022 International Symposium on Multidisciplinary Studies and Innovative Technologies (ISMSIT) 2022
DOI: 10.1109/ismsit56059.2022.9932728
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A Review of Models and Factors for Digital Educational Games Acceptance and User Experience

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Cited by 2 publications
(2 citation statements)
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“…When a game has a strong PX, consumers are more likely to play it frequently, stay engaged for a longer duration, and recommend it to others [26]. Despite the wide variety of learning games available today, some of them are unattractive to consumers and have low retention rates, as consumers get bored after a few gaming sessions [27]. The absence of elements that can improve PX may be one of the causes.…”
Section: B Digital Educational Game Player Experience Factorsmentioning
confidence: 99%
See 1 more Smart Citation
“…When a game has a strong PX, consumers are more likely to play it frequently, stay engaged for a longer duration, and recommend it to others [26]. Despite the wide variety of learning games available today, some of them are unattractive to consumers and have low retention rates, as consumers get bored after a few gaming sessions [27]. The absence of elements that can improve PX may be one of the causes.…”
Section: B Digital Educational Game Player Experience Factorsmentioning
confidence: 99%
“…From the review of PX constructs used by scholars [27], those proposed by Nagalingam et al [31] in the EDUGX framework can be considered for this research since they were developed after taking into account diverse PX criteria in other studies. However, some adjustments were made.…”
Section: A Instrument Developmentmentioning
confidence: 99%