[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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