2020
DOI: 10.1109/tetc.2017.2737953
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Reasons and Responses: A Multimodal Serious Games Evaluation Framework

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Cited by 12 publications
(12 citation statements)
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“…Some recent trends suggest the use of metrics based on the analysis of educational facets and playability attributes integrated with usability and quality of use ( Figure 2), based on integrated metrics or multicriteria [83,84].…”
Section: Mixed Methods Researchmentioning
confidence: 99%
“…Some recent trends suggest the use of metrics based on the analysis of educational facets and playability attributes integrated with usability and quality of use ( Figure 2), based on integrated metrics or multicriteria [83,84].…”
Section: Mixed Methods Researchmentioning
confidence: 99%
“…The ultimate goal is to allow researchers to better understand relationships among data and provide them with additional information from natural settings. For instance, finding out if a pause in gameplay activity is due to experiencing frustration, reflecting on playing strategy or learning content or getting distracted by the environment can be important for evaluation (Other examples of such ambiguities can be found in the applications of Reasons and Responses Model described in [3]).…”
Section: Design Goals and Requirementsmentioning
confidence: 99%
“…Thus the amount of time they spend using such a game, preferring it to other activities, will depend on the positive experience they have during interaction. The Reasons and Responses Model [3] describes the different aspects of a Serious Game which are to be evaluated and classifies the following four dimensions: Learning, Gaming, Using and Context. Under each of these dimensions, different requirements need to be met to increase the quality of a Serious Game.…”
Section: Introductionmentioning
confidence: 99%
“…Mobile technology such as e-readers, laptops, smartphones, smartwatches and other wearables is increasingly commonplace (Johnson and Grainge 2015;Škařupová, Ólafsson, and Blinka 2016;Powell 2017;Shoukry and Gobel 2017;. Consequently, applications such as mobile video telephony, mobile television, mobile Internet, navigation and mobile games are growing in use (Bernhaupt and Pirker 2014;Hess, Knoche, and Wulf 2014;Lim et al 2015;Shaheen, Cohen, and Martin 2017).…”
Section: Introductionmentioning
confidence: 99%
“…. Third, mobile games serve a similar experience (Thompson, Nordin, and Cairns 2012;Shoukry and Gobel 2017). The mobile gaming platform is commonly used to immerse oneself away from the surroundings; for example, in China, South Korea, and Japan, mobile gaming is immensely popular, especially in the context of mass transit commuting (Liu and Li 2011).…”
Section: Introductionmentioning
confidence: 99%