2023
DOI: 10.1109/access.2022.3231936
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Reward Types in Popular Recreational and Educational Mobile Games

Abstract: The increase in the number of smart mobile devices has led the explosion of a variety of educational and recreational game applications. This study's purpose is to find common themes in the reward types of the cumulatively most-installed educational and recreational mobile games. The video games were observed by researchers from previously recorded footage available online. The most frequently occurring reward types in the most installed game applications in descending order are sensory feedback, glory, access… Show more

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Cited by 1 publication
(2 citation statements)
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References 37 publications
(71 reference statements)
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“…The expert interviews seem to support the conclusion in [24] which suggests that educational games have less variety in reward types when compared to games made for enjoyment purposes only. According to the expert interviews, this may be because the educators see the learners motivation to be intrinsic and to have no need for additional motivational tools such as gamification to be used in the educational game projects.…”
Section: Comparison With Previous Researchmentioning
confidence: 53%
See 1 more Smart Citation
“…The expert interviews seem to support the conclusion in [24] which suggests that educational games have less variety in reward types when compared to games made for enjoyment purposes only. According to the expert interviews, this may be because the educators see the learners motivation to be intrinsic and to have no need for additional motivational tools such as gamification to be used in the educational game projects.…”
Section: Comparison With Previous Researchmentioning
confidence: 53%
“…As discussed, the input suggestions from experts can range from entire game modes to simple in game rewards. It has been noted that in mobile games the games made for recreational purposes have more variety in reward types when compared to games made for education [24]. There are plenty of studies that have explored different methodologies to collect input for the development of serious and educational games.…”
Section: Knowledge Gapmentioning
confidence: 99%