In contrast to traditional teaching-and-learning environments whereby the teacher controls the learning (e.g., teacher-centered), video games present a learner-centered approach t...
Andrew Milner, Andrew Hogue, Bill Kapralos, John F...
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion...
Conflict theory can be used to explain the interactions between societies during times of turmoil and change (i.e. revolutions, strikes or everyday debates). Games have been produ...
Games for learning cannot take the same design approach as games when targeting audiences. While players of entertainment games have the luxury of choosing games that suit them, s...
Brian Magerko, Carrie Heeter, Joe Fitzgerald, Ben ...
Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. The...