2017
DOI: 10.1016/j.ijhcs.2017.01.006
|View full text |Cite
|
Sign up to set email alerts
|

Children's emotions and quality of products in participatory game design

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
27
0
4

Year Published

2017
2017
2023
2023

Publication Types

Select...
6
4

Relationship

0
10

Authors

Journals

citations
Cited by 54 publications
(31 citation statements)
references
References 38 publications
0
27
0
4
Order By: Relevance
“…Most of the relationships that were observed were statistically relevant, and most empirical articles show the following main relationships: motivation has a positive influence on perceived learning (Attali & Arieli-Attali, 2015;Buckley & Doyle, 2017;C.-H. Chen et al, 2016;de-Marcos et al, 2016;Filsecker & Hickey, 2014;Gennari et al, 2017;Hanus & Fox, 2015;Ibanez, Di-Serio, & Delgado-Kloos, 2014;Simões et al, 2013), attitudes (Codish & Ravid, 2015;Domínguez et al, 2014;Hanson-Smith, 2016;Kuo & Chuang, 2016;Mekler et al, 2017;Schoech et al, 2013), and flow (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014; OPEN ACCESS Cózar-Gutiérrez & Sáez-López, 2016;Ding et al, 2017;Hamari et al, 2016). In turn, flow has a positive influence on perceived learning (Ahmed & Sutton, 2017;Betts et al, 2013;Hamari et al, 2016), attitudes (Browne et al, 2014;Ding et al, 2017;Zamora & Aranda, 2017), and motivation (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014;Hamari et al, 2016).…”
Section: Relationships Among Constructsmentioning
confidence: 98%
“…Most of the relationships that were observed were statistically relevant, and most empirical articles show the following main relationships: motivation has a positive influence on perceived learning (Attali & Arieli-Attali, 2015;Buckley & Doyle, 2017;C.-H. Chen et al, 2016;de-Marcos et al, 2016;Filsecker & Hickey, 2014;Gennari et al, 2017;Hanus & Fox, 2015;Ibanez, Di-Serio, & Delgado-Kloos, 2014;Simões et al, 2013), attitudes (Codish & Ravid, 2015;Domínguez et al, 2014;Hanson-Smith, 2016;Kuo & Chuang, 2016;Mekler et al, 2017;Schoech et al, 2013), and flow (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014; OPEN ACCESS Cózar-Gutiérrez & Sáez-López, 2016;Ding et al, 2017;Hamari et al, 2016). In turn, flow has a positive influence on perceived learning (Ahmed & Sutton, 2017;Betts et al, 2013;Hamari et al, 2016), attitudes (Browne et al, 2014;Ding et al, 2017;Zamora & Aranda, 2017), and motivation (Ahmed & Sutton, 2017;Betts et al, 2013;Browne et al, 2014;Hamari et al, 2016).…”
Section: Relationships Among Constructsmentioning
confidence: 98%
“…Facial emotion recognition seeks to predict the real feeling that a person expresses based on facial images, with a wide range of possible applications, such as improving student engagement [1], building smart health environments [2], analyzing customers' feedback [3] and evaluating the quality of children's games [4], just to name a few.…”
Section: Introductionmentioning
confidence: 99%
“…Several reasons support researchers' opinion that the facilitation of game design techniques, involving children, is a challenging endeavor. One reason is the numerous and complex cognitive tasks that are required for the creation of games (Moser et al, 2014), another reason is that such design sessions require a long period of time to be organized, requiring continuous interventions in the course of time, causing possible loss of focus for children (Gennari et al, 2017;Schmidt, 2010). As Hiniker and Lee (2017) notice, the greatest part of research on such initiatives with children targets children aged from 6 to 12.…”
Section: Theoretic Backgroundmentioning
confidence: 99%