2017
DOI: 10.18517/ijaseit.7.3.2201
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Conceptual Model of Game Aesthetics for Perceived Learning in Narrative Games

Abstract: Narrative games may offer reasoning on players' behaviour or make-believe on players' personation as a pursuit to achieve specific goals. One of the goals is probably the intention to instil learning, which subconsciously provides information on the content of the game. However, there is a lack of studies on the contribution of game aesthetics towards player's perceived learning. By means of expert review, this article reports on a conceptual model of game aesthetics towards perceived learning and the degree o… Show more

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Cited by 8 publications
(4 citation statements)
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“…In addition, literature studies have also been performed to establish initial conceptual models. The expert review method adapted from Abubakar et al (2016) is then used to verify the conceptual model.…”
Section: Figure 1 Methods Of Conceptual Model Developmentmentioning
confidence: 99%
“…In addition, literature studies have also been performed to establish initial conceptual models. The expert review method adapted from Abubakar et al (2016) is then used to verify the conceptual model.…”
Section: Figure 1 Methods Of Conceptual Model Developmentmentioning
confidence: 99%
“…The ability to monitor and improve customer satisfaction requires an understanding of user experience (UX) and user interface (UI). Player motivation, learning content, and gameplay are three more elements that may aid in the learning process and help determine how much is learned and how significant the important traits are (Abubakar et al, 2017). Text, image, visual perspective, music, sound effect, voice, color, graphic, layout, shape, form, and texture are all examples of interface requirement in creating a user interface for game-based learning.…”
Section: User Interface Game-based Learningmentioning
confidence: 99%
“…Aesthetics reflects a subjective experience that is evoked by players during the process of interaction with the game interface [28]; [29]; [30], namely using sound, sight, and motion [31].…”
Section: Antecedents Of Satisfaction With Serious Gamesmentioning
confidence: 99%