Cited by 14Educational Games and GamificationDigital Games and MediaVirtual Reality Applications and Impacts

The Effect of Familiar and Fantasy Aesthetics on Learning and Experience of Serious Games

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van der Spek, Erik D., Sidorenkova, Tatiana, Porskamp, Paul, Rauterberg, Matthias·2014·Lecture Notes in Computer Science

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Crossref · 10.1007/978-3-662-45212-7_17

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Research works printed but not linked: 5

  1. Koster, R.: Theory of Fun for Game Design. O'Reilly Media, Inc. (2013)
  2. Alexander, A., Brunyé, T.: From gaming to training: A review of studies on fidelity, im- mersion, presence, and buy-in and their effects on transfer in pc-based simulations and games. In: I/ITSEC, pp. 1-14 (2005)
  3. Paras, B., Bizzocchi, J.: Game, motivation, and effective learning: An integrated model for educational game design. In: Proceedings of DiGRA 2005 (2005)
  4. Schell, J.: The Art of Game Design: A book of lenses. CRC Press (2008)
  5. Poels, K., de Kort, Y., IJsselsteijn, W.: It is always a lot of fun!: exploring dimensions of digital game experience using focus group methodology. In: Proceedings of the 2007 Con- ference on Future Play, pp. 83-89 (2007)

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Authors
van der Spek, E. D., Sidorenkova, T., Porskamp, P., & Rauterberg, M.
Affiliations
Eindhoven University of Technology (NL)
Venue
Lecture Notes in Computer Science
Published
2014
Volume
LNCS-8770
Pages
133-138
ISSN
  • 0302-9743 (ISSN-L)
  • 1611-3349
OpenAlex
W2153683171
Cited by
14
References
1
Citations by year
2025: 1 · 2023: 2 · 2022: 5 · 2021: 2 · 2020: 1 · 2019: 1 · 2018: 1 · 2015: 1
FWCI
0.70
Type
conference paper
Language
en
Open access
Locations
  • Lecture notes in computer science (publishedVersion)
  • TU/e Research Portal (publishedVersion)
  • HAL (submittedVersion, cc-by)
  • TU/e Research Portal (submittedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
serious games, game aesthetics, familiarity, game experience, learning outcomes, game engagement, formal training

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