2016
DOI: 10.4324/9781315573243
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Computer Games and Technical Communication

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Cited by 15 publications
(4 citation statements)
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“…Here, basic information on engagement (Khaslavksy & Shedroff, 1999) provides awareness of mechanisms through which engagement is built. In addition, research across domains of communication, such as comics (e.g., Yu, 2020) and video games (DeWinter & Moeller, 2016), provides lessons about how communication in these different media formats may employ techniques of audience engagement that can be adapted to the needs of ContentOps.…”
Section: Experience Design and Audience Analysismentioning
confidence: 99%
“…Here, basic information on engagement (Khaslavksy & Shedroff, 1999) provides awareness of mechanisms through which engagement is built. In addition, research across domains of communication, such as comics (e.g., Yu, 2020) and video games (DeWinter & Moeller, 2016), provides lessons about how communication in these different media formats may employ techniques of audience engagement that can be adapted to the needs of ContentOps.…”
Section: Experience Design and Audience Analysismentioning
confidence: 99%
“…Visual, auditory, tactile, and kinaesthetic are the four main learning methods (Deng & Yu, 2014). It was evident that most extant studies had been focussed on discussing the technical aspects of game-based teaching and had further illustrated the importance of adapting to new or up to date technology, especially when teaching by means of gamified elements (Aldecoa & Okada, 2015;Arango-López, Collazos, & Velas, 2018;Breyer, 2019;DeWinter & Moeller, 2016;Faustmann, Kirchner, Lemke, & Monett, 2019;Krevskiy et al, 2016;Morschheuser, Hamari, & Koivisto, 2017;Nguyen, Melcer, Canossa, Isbister, & El-Nasr, 2018;Souza & Marques, 2020;Sukenasa, Shih, & Surjono, 2020;Urías, Chust, & Carrasco, 2016;Yasin, Liu, Li, Wang, & Zowghi, 2018;Ye, Feng, Yang, Yang, & Yang, 2019).…”
Section: Cluster Identificationmentioning
confidence: 99%
“…Others have studied how users can be influenced by document design, content structure, colors, and fonts (Hyndman, 2016; Redish, Chisnell, Laskowski, & Lowry, 2010). Furthermore, others have explored how gamified practices help us study digital contexts where human behavior is altered by interactive elements (cf., Christensen, Cootey, & Moeller, 2007; DeWinter & Moeller, 2016; Frith, 2013; Karabinus & Atherton, 2018). Although these shed light on how human behavior can be influenced, they do not specifically address how human behavior is influenced through cognitive biases that can motivate and engage the user.…”
Section: Introductionmentioning
confidence: 99%