Abstract
Serious games have shown potential as learning material, but are not very engaging. One reason why games are considered to be fun is their ability to provide us with an interesting fantasy world to explore and play in, but this seems at odds with the more serious nature of formal training. In this study, a two by two (familiar versus unfamiliar visual setting and familiar versus unfamiliar
story setting) single-blind experiment (N=60) was performed, testing the effect of the familiarity of aesthetics on game experience and learning. Significant effects of story condition on learning and game experience was found, with a familiar story setting leading to better learning, but subdued game experience. Other effects were not significant.
Original language | English |
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Title of host publication | Entertainment Computing - ICEC 2014 : 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014 : Proceedings |
Editors | Y. Pisan, N. Sgouros, T. Marsh |
Place of Publication | Berlin |
Publisher | Springer |
Pages | 133-138 |
ISBN (Electronic) | 978-3-662-45212-7 |
ISBN (Print) | 978-3-662-45211-0 |
DOIs | |
Publication status | Published - 2014 |
Event | 13th International Conference on Entertainment Computing, ICEC 2014, October 1-3, 2014, Sydney, Australia - Sydney, Australia Duration: 1 Oct 2014 → 3 Oct 2014 http://www.springer.com/us/book/9783662452110 |
Publication series
Name | Lecture Notes in Computer Science |
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Volume | 8770 |
ISSN (Print) | 0302-9743 |
Conference
Conference | 13th International Conference on Entertainment Computing, ICEC 2014, October 1-3, 2014, Sydney, Australia |
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Abbreviated title | ICEC 2014 |
Country/Territory | Australia |
City | Sydney |
Period | 1/10/14 → 3/10/14 |
Internet address |