[HTML][HTML] Developing theory-driven, evidence-based serious games for health: framework based on research community insights

S Verschueren, C Buffel, G Vander Stichele - JMIR serious games, 2019 - games.jmir.org
Background The idea of using serious games to effectuate better outcomes in health care
has gained significant traction among a growing community of researchers, developers, and …

Presence in video games: A systematic review and meta-analysis of the effects of game design choices

L Caroux - Applied Ergonomics, 2023 - Elsevier
Sense of presence is a widely assessed dimension of video game player experience. A
systematic literature review and a meta-analysis were conducted to provide a more …

Self-determination theory in HCI games research: Current uses and open questions

A Tyack, ED Mekler - Proceedings of the 2020 CHI conference on human …, 2020 - dl.acm.org
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …

How avatar identification affects enjoyment in the metaverse: the roles of avatar customization and social engagement

HW Lee, K Chang, JP Uhm, E Owiro - … , Behavior, and Social …, 2023 - liebertpub.com
Despite growing interest in studying the metaverse, a theory-driven investigation into the
factors that contribute to an enjoyable metaverse experience remains scarce. The current …

How does HCI understand human agency and autonomy?

D Bennett, O Metatla, A Roudaut… - Proceedings of the 2023 …, 2023 - dl.acm.org
Human agency and autonomy have always been fundamental concepts in HCI. New
developments, including ubiquitous AI and the growing integration of technologies into our …

Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)

D Johnson, MJ Gardner, R Perry - International Journal of Human …, 2018 - Elsevier
Accurate measurement of the player experience in videogames is key to understanding the
impacts of videogame play, designing and developing engaging videogames, and …

[HTML][HTML] “I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames

K Szolin, DJ Kuss, FM Nuyens, MD Griffiths - Computers in Human …, 2023 - Elsevier
Far from merely being a tool to navigate a virtual world, individuals can often develop strong
and complex relationships with their videogame characters. The present study examined the …

Improving the efficacy of games for change using personalization models

R Orji, RL Mandryk, J Vassileva - ACM Transactions on Computer …, 2017 - dl.acm.org
There has been a continuous increase in the design and application of computer games for
purposes other than entertainment in recent years. Serious games—games that motivate …

[HTML][HTML] Apps that motivate: a taxonomy of app features based on self-determination theory

G Villalobos-Zúñiga, M Cherubini - International Journal of Human …, 2020 - Elsevier
Nowadays, thousands of popular applications are designed to help users improve their lives
through behavioural adjustment (eg, meditate more, stay hydrated). However, our …

Digital game elements, user experience and learning: A conceptual framework

A Alexiou, MC Schippers - Education and Information Technologies, 2018 - Springer
The primary aim of this paper is to identify and theoretically validate the relationships
between core game design elements and mechanics, user motivation and engagement and …