2003
DOI: 10.1016/s0142-694x(02)00052-2
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Mindless repetition: Learning from computer games

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Cited by 50 publications
(36 citation statements)
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“…The perception of being good at an activity and the perception of rapid improvement both contribute positively to user engagement (Whitton 2011). Coyne (2003) analysed the design and characteristics of various existing games and found repetition as one of the main factors of engaging games, which is usually concealed through variation either in the form of difficulty levels (new opponents, track, etc.) and/or through a narrative.…”
Section: Background and Motivationmentioning
confidence: 99%
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“…The perception of being good at an activity and the perception of rapid improvement both contribute positively to user engagement (Whitton 2011). Coyne (2003) analysed the design and characteristics of various existing games and found repetition as one of the main factors of engaging games, which is usually concealed through variation either in the form of difficulty levels (new opponents, track, etc.) and/or through a narrative.…”
Section: Background and Motivationmentioning
confidence: 99%
“…Our user model aims to adapt the game challenge-path of the track-according to three concepts adopted from the concept of flow (Csikszentmihalyi 1990): Experience, Exploration and Attention.…”
Section: Background and Motivationmentioning
confidence: 99%
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“…Related arguments suggest that digital media, and even computer games (this might come back to our argument about what a game is) can be used as a means of developing player confidence and abilities in spatial modeling, design composition, and form creation for application in architecture and the like. 47,48 Along the same lines, Guy et al…”
mentioning
confidence: 74%