2018
DOI: 10.1166/asl.2018.10751
|View full text |Cite
|
Sign up to set email alerts
|

Evaluating Player Enjoyment in Mobile Games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2

Citation Types

0
4
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
3

Relationship

1
2

Authors

Journals

citations
Cited by 3 publications
(4 citation statements)
references
References 0 publications
0
4
0
Order By: Relevance
“…Enjoyment in games does not exist by itself. It is the product of a player's experience in virtual worlds and is correlated with the perceived challenge, fluid gameplay, the difference in skill between players, social interaction, and immersive narrative [41], [50].…”
Section: G Enjoyment Factormentioning
confidence: 99%
See 1 more Smart Citation
“…Enjoyment in games does not exist by itself. It is the product of a player's experience in virtual worlds and is correlated with the perceived challenge, fluid gameplay, the difference in skill between players, social interaction, and immersive narrative [41], [50].…”
Section: G Enjoyment Factormentioning
confidence: 99%
“…Nonetheless, a fair share of them seems to relate enjoyment to the satisfaction of needs and well-being [64]. Individuals constantly seek positive feelings, and in the gaming context, those feelings come as a result of the victory, surpassed challenges and obstacles, grinding, interaction with other players, team bonding, autonomy, sense of belonging, and competence [11], [41].…”
Section: G Enjoyment Factormentioning
confidence: 99%
“…Combining these factors has created a fresh chance to enhance the nature of teaching and learning experiences [3]. In addition, children should be exposed to the environment more, using cutting-edge educational technologies that could increase their enjoyment, such as games [4], [5] and the use of augmented reality (AR). The most recent technology has been applied to schooling.…”
Section: Introductionmentioning
confidence: 99%
“…P. M. Markey, C. N. Markey, and J. E. French [19] stated that research shows that the aggressive behavior resulted from video games is small, and most subjected to a biased portrayal of violence by the media publication. Gamification triggers curiosity, enjoyment, interest, prolongs attention span for hours a day, and encourage repeated reengagement with content [20][21][22][23][24].…”
Section: Introductionmentioning
confidence: 99%