Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3173574.3174174
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The Effects of Badges and Avatar Identification on Play and Making in Educational Games

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Cited by 37 publications
(28 citation statements)
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“…HCI and games researchers have long been interested in games and learning [40-42, 48, 50, 56, 60, 62, 103, 118, 120]. This includes studies on tutorials [3], differences in frequent versus infrequent gamers' reactions to tutorials [82], leveraging reward systems [32], encouraging a growth mindset, or the idea that intelligence is malleable [55,86,87], avatars [57,59,63,66], embellishment [58,65], and many more. AI and games researchers have also begun to take interest, such as the automatic generation of video game tutorials [36,37], and the adaptation of tutorials to individual user skill levels [8].…”
Section: Related Workmentioning
confidence: 99%
“…HCI and games researchers have long been interested in games and learning [40-42, 48, 50, 56, 60, 62, 103, 118, 120]. This includes studies on tutorials [3], differences in frequent versus infrequent gamers' reactions to tutorials [82], leveraging reward systems [32], encouraging a growth mindset, or the idea that intelligence is malleable [55,86,87], avatars [57,59,63,66], embellishment [58,65], and many more. AI and games researchers have also begun to take interest, such as the automatic generation of video game tutorials [36,37], and the adaptation of tutorials to individual user skill levels [8].…”
Section: Related Workmentioning
confidence: 99%
“…A puzzle challenge is shown at the end of level completion, and the players solving puzzles receive additional points for their effort. Future versions might incorporate additional rewards such as badges [9].…”
Section: Code To Manipulate the Environmentmentioning
confidence: 99%
“…In games, characters are "agents through whose actions a drama is told" (p. 108, [17]), where players either inhabit and control them (avatars or player character) or interact with them in the game world (non-player characters (NPCs) [1,17,23]). As such, game character attachment is considered a key element for engaging [3,26] and emotionally rich experiences [5,24,51]. In this project, we understand 'character attachment' as an umbrella term for the sense of liking, connection and closeness a player feels to any in-game character, ranging from player characters (PC), the player's avatar, or NPCs.…”
Section: Character Attachmentmentioning
confidence: 99%
“…Specifically, similarity identification refers to when people identify with a character who is similar to them [10], whereas wishful identification pertains to people's desire to aspire towards being more like a specific character [19]. People often identify with the characters they control in games [2,13,44,53], which can enhance the player experience through increased autonomy and immersion [3,26], as well as enjoyment and positive affect [3]. A recent study by Rogers et al [44] also found that players identify with NPCs, where they reported to identify most strongly with the companion character, followed by the mentor and enemy character.…”
Section: Character Attachmentmentioning
confidence: 99%