[game_edu] Papers on the effects of play

Kim Gregson kimatiu at gmail.com
Sat Feb 21 22:13:55 EST 2009


HI Lennart,

Great references - thanks for sharing! I'm teching a seminar on fun (and
games). I'm going to add several of these to the syllabus.

Kim

On Sat, Feb 21, 2009 at 7:20 PM, Lennart Nacke <len at acagamic.com> wrote:


> Hi Malcolm,

>

> On 2/19/2009 6:47 AM,Malcolm Ryan wrote:

> > of games as teaching problem solving skills, but I am actually looking

> > more for their effects on self-esteem and relationships.

>

> Have a look at these papers (the first 2 might be most relevant for you):

>

> Gajadhar, B., de Kort, Y., and Ijsselsteijn, W. (2008). Shared fun is

> doubled fun: Player enjoyment as a function of social setting. Fun and

> Games. Springer LNCS 5294/2008. pages 106-117.

> download at: http://www.springerlink.com/content/57v31j1647702118

>

> The ideal elf: identity exploration in World of Warcraft.

> Bessière, Katherine / Seay, A Fleming / Kiesler, Sara ,

> Cyberpsychology & behavior. 10 (4), p.530-535, Aug 2007

> abstract: http://www.ncbi.nlm.nih.gov/pubmed/17711361?dopt=Abstract

>

> R.L. Mandryk, K.M. Inkpen, and T.W. Calvert (2006). Using

> Psychophysiological Techniques to Measure User Experience with

> Entertainment Technologies. Behaviour and Information Technology

> (Special Issue on User Experience), Vol. 25, No.2, March-April 2006,

> pg. 141-158.

> download at: http://www.reganmandryk.com/pubs/mandryk_bit2006.pdf

>

> Ravaja, N. / Turpeinen, M. / Saari, T. / Puttonen, S. /

> Keltikangas-Jarvinen, L. The Psychophysiology of James Bond: Phasic

> Emotional Responses to Violent Video Game Events, Emotion, 8 (1),

> p.114-120, Feb 2008

> http://dx.doi.org/10.1037/1528-3542.8.1.114

>

> Salminen, M., & Ravaja, N. (2008). Increased oscillatory theta

> activation evoked by violent digital game events. Neuroscience

> Letters, 435, 69-75.

> http://www.ncbi.nlm.nih.gov/pubmed/18325669?dopt=Abstract

>

> Nacke, L. and Lindley, C. A. 2008. Flow and immersion in first-person

> shooters: measuring the player's gameplay experience. In Proceedings

> of the 2008 Conference on Future Play: Research, Play, Share (Toronto,

> Ontario, Canada, November 03 - 05, 2008). Future Play '08. ACM, New

> York, NY, 81-88. DOI= http://doi.acm.org/10.1145/1496984.1496998

>

> Ferguson, C.J. Evidence for publication bias in video game violence

> effects literature: A meta-analytic review, Aggression and Violent

> Behavior, 12 (4), p.470-482, Jul 2007.

> http://dx.doi.org/10.1016/j.avb.2007.01.001

>

> Also, the publication section of the EU-funded FUGA project has

> numerous papers on effects of gameplay,

> see http://project.hkkk.fi/fuga/ and also

> http://gamescience.bth.se/research/publications/

>

> Cheers

>

> Lennart

> --

> Lennart Nacke, PhD Candidate

> Game and Media Arts Laboratory

> Department of Interaction and System Design

> Blekinge Institute of Technology

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