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Serious video game effectiveness

  • Wee Ling Wong
  • , Cuihua Shen
  • , Luciano Nocera
  • , Eduardo Carriazo
  • , Fei Tang
  • , Shiyamvar Bugga
  • , Harishkumar Narayanan
  • , Hua Wang
  • , Ute Ritterfeld
  • University of Southern California

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

100 Scopus citations

Abstract

Given the interactive media characteristics and intrinsically motivating appeal, computer games are often praised for their potential and value in education.allHowever, comprehensive research testing these assumptions is still missing. Preliminary comparative studies on the learning effects of games versus traditional media have shown some promise. In this paper, we describe a comparative study that thoroughly investigates the effects of interactivity and media richness on science learning among college students. We also discuss important results and implications yielded from comparisons among four conditions in our experiment (game, replay, hypertext and text).

Original languageEnglish
Title of host publicationProceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2007
Pages49-55
Number of pages7
DOIs
StatePublished - 2007
Event4th International Conference on Advances in Computer Entertainment Technology, ACE 2007 - Salzburg, Austria
Duration: Jun 13 2007Jun 15 2007

Publication series

NameACM International Conference Proceeding Series
Volume203

Conference

Conference4th International Conference on Advances in Computer Entertainment Technology, ACE 2007
Country/TerritoryAustria
CitySalzburg
Period06/13/0706/15/07

Keywords

  • Computer games
  • Digital media
  • Education
  • Entertainment-education
  • Hypertext
  • Interactivity
  • Learning effects
  • Media richness
  • Motivation
  • Replay
  • Serious games
  • Text

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