2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) 2020
DOI: 10.1109/segah49190.2020.9201767
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Cognitive load in Games for Health - A discussion

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Cited by 4 publications
(1 citation statement)
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“…Therefore, it is likely that the players would feel a higher cognitive load while playing our game than in other games they played before, naturally leading to more frequent 'No' and 'Maybe' for questions relevant to the presence aspect of engagement. It is also known that third person games typical induce lower feeling of presence than first person games [182] and that presence in the virtual game environment often decreases with increasing cognitive loads [183,184]. Another reason for the low average for presence could be the fact that all NPC interactions were socio-economic scenario based and there were no other obstacles for the player to overcome, thus rendering a form of monotonicity in the interactions [85,185,186].…”
Section: Resultsmentioning
confidence: 99%
“…Therefore, it is likely that the players would feel a higher cognitive load while playing our game than in other games they played before, naturally leading to more frequent 'No' and 'Maybe' for questions relevant to the presence aspect of engagement. It is also known that third person games typical induce lower feeling of presence than first person games [182] and that presence in the virtual game environment often decreases with increasing cognitive loads [183,184]. Another reason for the low average for presence could be the fact that all NPC interactions were socio-economic scenario based and there were no other obstacles for the player to overcome, thus rendering a form of monotonicity in the interactions [85,185,186].…”
Section: Resultsmentioning
confidence: 99%