Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2017
DOI: 10.1145/3116595.3116633
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Understanding Engagement within the Context of a Safety Critical Game

Abstract: One of the most frequent arguments for deploying serious games is that they provide an engaging format for student learning. However, engagement is often equated with enjoyment, which may not be the most relevant conceptualization in safety-critical settings, such as law enforcement and healthcare. In these contexts, the term 'serious' does not only relate to the non-entertainment purpose of the game but also the environment simulated by the game. In addition, a lack of engagement in a safetycritical training … Show more

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Cited by 10 publications
(12 citation statements)
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References 43 publications
(32 reference statements)
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“…Altogether 515 papers were identified, although only 147 explicitly referred to the GEQ, with the earliest having been published in 2008. Upon closer analysis, 74 were excluded due to one of the following reasons: (i) Variants of the GEQ (In-game GEQ, Post GEQ, Social Presence in Gaming Questionnaire (SPGQ), KidsGEQ) rather than the core GEQ were employed (e.g., [20]); (ii) The GEQ dimensions were only used to inform the development of the authors' own instrument (e.g., [39]); (ii) The GEQ was claimed to be used but no results were reported (e.g., [36]); (iii) The GEQ was cited but another instrument was actually used (e.g., [64]); (iv) The paper was a duplicate (i.e., same study, same sample), though with a different title (e.g., [17]). In this case, only the earliest publication was included.…”
Section: Selection Criteria For Inclusion In the Final Analysismentioning
confidence: 99%
“…Altogether 515 papers were identified, although only 147 explicitly referred to the GEQ, with the earliest having been published in 2008. Upon closer analysis, 74 were excluded due to one of the following reasons: (i) Variants of the GEQ (In-game GEQ, Post GEQ, Social Presence in Gaming Questionnaire (SPGQ), KidsGEQ) rather than the core GEQ were employed (e.g., [20]); (ii) The GEQ dimensions were only used to inform the development of the authors' own instrument (e.g., [39]); (ii) The GEQ was claimed to be used but no results were reported (e.g., [36]); (iii) The GEQ was cited but another instrument was actually used (e.g., [64]); (iv) The paper was a duplicate (i.e., same study, same sample), though with a different title (e.g., [17]). In this case, only the earliest publication was included.…”
Section: Selection Criteria For Inclusion In the Final Analysismentioning
confidence: 99%
“… Learner attitudes towards game-based learning (see Appendix 3)  Learner engagement when interacting with the game e.g. through a short version of the Game Experience Questionnaire (see Hart et al 2017)…”
Section: Evaluation Methodsmentioning
confidence: 99%
“…This combined a Randomised Control Trial (RCT) that used a mixture of existing game evaluation questionnaires along with a co-created Tricky Topic knowledge-based quiz (see Appendix 1 & 2). Researcher-led evaluation questionnaires consisted of Player Experience (PX) and User Experience (UX) questionnaires (see Hart et al 2017) that captured player engagement and the overall user experience of interacting with the game-based tool.…”
Section: Evaluation Methodsmentioning
confidence: 99%
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