Computer Game

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Xiaowen Fang - One of the best experts on this subject based on the ideXlab platform.

  • Extraversion Personality and Computer Game Play
    Human Factors and Ergonomics in Manufacturing & Service Industries, 2014
    Co-Authors: Xiaowen Fang, Miaoqi Zhu, Susy S. Chan
    Abstract:

    This study explored the relationship between one of the personality traits, extraversion, and Computer Game play. Some interesting observations about extraversion scores and what Game players played were made during an online survey on enjoyment of Computer Game play. On the basis of these observations, an exploratory study was designed and conducted to further explore in-depth information that might help interpret the preliminary observations. Results from both the online survey and the exploratory study were analyzed and synthesized. A hypothesis was proposed and substantiated by both empirical observations and theory. The findings of this study will likely provide researchers with insights into designing Games for special purposes, such as education and training.

  • Development of an Instrument to Measure Enjoyment of Computer Game Play
    International Journal of Human-Computer Interaction, 2010
    Co-Authors: Xiaowen Fang, Susy S. Chan, Jacek Brzezinski, Chitra Nair
    Abstract:

    This article reports on the development of an instrument designed to measure the enjoyment of Computer Game play. Despite the enormous technological progress in the field of Computer Games, enjoyment of Computer Game play is still not a well-defined construct. Based on Nabi and Krcmar's (2004) tripartite model of media enjoyment, a survey questionnaire was developed to measure Computer Game players' affective, behavioral, and cognitive reactions. Expert consultation, exploratory, and confirmatory card sorting sessions were used to refine the instrument. A survey of Computer Game players was subsequently conducted to test the instrument. Reliabilities and construct validities were analyzed. Findings and their implications were discussed.

  • Personality and enjoyment of Computer Game play
    Computers in Industry, 2010
    Co-Authors: Xiaowen Fang, Fan Zhao
    Abstract:

    This paper introduces a research framework of Game play based on a review of media enjoyment theories, personality theories, effects of Computer Game play, and technology acceptance model. The proposed framework suggests that an appropriate fit between characteristics of the player and gaming technology will result in greater enjoyment while social influence may moderate effects of the fit. An empirical study is carried out to investigate the relationship between enjoyment of Computer Game play and two personality traits (sensation seeking and self-forgetfulness). Hypotheses are proposed. A survey is conducted in two US universities. Results and implications are discussed.

  • HCI (9) - Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment
    Lecture Notes in Computer Science, 2009
    Co-Authors: Xiaowen Fang, Fan Zhao
    Abstract:

    This paper investigates the relationship between enjoyment of Computer Game play and two personality traits (sensation seeking and self-forgetfulness). Hypotheses were proposed based on a review of Computer Game enjoyment, Game characteristics, personality theories, and effects of Computer Game play. A survey is conducted in two US universities. Results and implica-tions are discussed.

  • AMCIS - Measuring Enjoyment of Computer Game Play
    2008
    Co-Authors: Xiaowen Fang, Susy S. Chan, Jacek Brzezinski, Chitra Nair
    Abstract:

    This paper reports on the development of an instrument designed to measure the enjoyment of Computer Game play. Despite the enormous technological progress in the field of Computer Games, enjoyment of Computer Game play is still not a welldefined construct. Based on Nabi and Krcmar’s (2004) tripartite model of media enjoyment, a survey questionnaire was developed to measure Computer Game players’ affective, behavioral, and cognitive reactions. Expert consultation, exploratory and confirmatory card sorting sessions were used to refine the instrument. A survey of Computer Game players was subsequently conducted to test the instrument. Reliabilities and construct validities were analyzed. Findings and their implications were discussed.

M. Baskett - One of the best experts on this subject based on the ideXlab platform.

  • Using animation to support the teaching of Computer Game development techniques
    Computers & Education, 2008
    Co-Authors: Mark Taylor, David C. Pountney, M. Baskett
    Abstract:

    In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie Computer Games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static learning materials for teaching such concepts. Undergraduate Computer Game development courses are currently a growing area of UK higher education. Computer Game development can often involve the use of mathematical modelling of two-dimensional and three-dimensional Computer Game objects and their interactions. Overall, it appeared that animated learning materials appeared to be perceived as being more useful to undergraduate Computer Games students than traditional learning materials for learning such concepts.

  • Computer Game-flow design
    Computers in Entertainment, 2006
    Co-Authors: Mark Taylor, David Gresty, M. Baskett
    Abstract:

    Computer Games are a rapidly growing segment of the entertainment industry. Design and development of modern Computer Games can be a complex activity involving many participants from a variety of disciplines. However, Computer Game design approaches typically appear to be less formalised than those used for other types of software systems. In this article we describe an approach to Computer Game-flow design intended for the design of individual Game levels within a Computer Game and demonstrate its application in practice.

Zhang Xiao-yun - One of the best experts on this subject based on the ideXlab platform.

  • Correlated Factors Comparison: The Trends of Computer Game Addiction and Internet Relationship Addiction
    Chinese journal of clinical psychology, 2006
    Co-Authors: Zhang Xiao-yun
    Abstract:

    Objective: To explore the personality traits, emotions, and cognitive factors related to the trends of Computer Game addiction and cyber-relationship addiction. Methods: 184 college students in Beijing filled up the following questionnaires, including Computer Game Addiction Inventory (CGAI), Internet Relationship Addiction Inventory (IRDI), Sensation Seeking Scale (SSS), Achievement Motivation Scale, Self-Esteem Scale (SES), Shame Scale, Beck Depression Inventory (BDI), Eysenck Personality Questionnaire-R Short Scale(EPQ-RSC), and cognition questionnaire developed by the authors. Results: ① The trend of Computer Game addiction was positively correlated with sensation seeking, achievement motivation, the negative evaluation on oneself and environment in inter-personal relationships, and the positive evaluation on one's intelligence (P0.001). The correlation between the trend of Computer Game addiction and shame had also reached a statistics level of P0.05. ② The trend of cyber-relationship addiction was found positively correlated with self-esteem, shame, and extroversion(P0.01), and negatively correlated with neurotism (P0.01). Conclusion: The causal factors and influences of these two addiction trends are different. The trend of Computer Game addiction showed more pathological and harmful effects on the functions of college students.

Mark Taylor - One of the best experts on this subject based on the ideXlab platform.

  • Using animation to support the teaching of Computer Game development techniques
    Computers & Education, 2008
    Co-Authors: Mark Taylor, David C. Pountney, M. Baskett
    Abstract:

    In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie Computer Games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static learning materials for teaching such concepts. Undergraduate Computer Game development courses are currently a growing area of UK higher education. Computer Game development can often involve the use of mathematical modelling of two-dimensional and three-dimensional Computer Game objects and their interactions. Overall, it appeared that animated learning materials appeared to be perceived as being more useful to undergraduate Computer Games students than traditional learning materials for learning such concepts.

  • Computer Game-flow design
    Computers in Entertainment, 2006
    Co-Authors: Mark Taylor, David Gresty, M. Baskett
    Abstract:

    Computer Games are a rapidly growing segment of the entertainment industry. Design and development of modern Computer Games can be a complex activity involving many participants from a variety of disciplines. However, Computer Game design approaches typically appear to be less formalised than those used for other types of software systems. In this article we describe an approach to Computer Game-flow design intended for the design of individual Game levels within a Computer Game and demonstrate its application in practice.

Fan Zhao - One of the best experts on this subject based on the ideXlab platform.

  • Personality and enjoyment of Computer Game play
    Computers in Industry, 2010
    Co-Authors: Xiaowen Fang, Fan Zhao
    Abstract:

    This paper introduces a research framework of Game play based on a review of media enjoyment theories, personality theories, effects of Computer Game play, and technology acceptance model. The proposed framework suggests that an appropriate fit between characteristics of the player and gaming technology will result in greater enjoyment while social influence may moderate effects of the fit. An empirical study is carried out to investigate the relationship between enjoyment of Computer Game play and two personality traits (sensation seeking and self-forgetfulness). Hypotheses are proposed. A survey is conducted in two US universities. Results and implications are discussed.

  • HCI (9) - Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment
    Lecture Notes in Computer Science, 2009
    Co-Authors: Xiaowen Fang, Fan Zhao
    Abstract:

    This paper investigates the relationship between enjoyment of Computer Game play and two personality traits (sensation seeking and self-forgetfulness). Hypotheses were proposed based on a review of Computer Game enjoyment, Game characteristics, personality theories, and effects of Computer Game play. A survey is conducted in two US universities. Results and implica-tions are discussed.