Individual differences in the enjoyment and effectiveness of serious games

[1]  Kathryn Holliday-Darr,et al.  VIZ: The visualization assessment and training Web site , 2004, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.

[2]  Stephanie Fisher,et al.  Disrupting the Gender Order: Leveling Up and Claiming Space in an After-School Video Game Club , 2011 .

[3]  R. Kawashima,et al.  Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial , 2013, PloS one.

[4]  Matthew M. White The Senescence of Creativity: How Market Forces are Killing Digital Games , 2009 .

[5]  Yvonne Brehmer,et al.  Working-memory training in younger and older adults: training gains, transfer, and maintenance , 2012, Front. Hum. Neurosci..

[6]  M. Csíkszentmihályi Flow and Education , 2014 .

[7]  Miles C. Bowman,et al.  Sex differences in the effect of articulatory or spatial dual-task interference during navigation , 2003, Brain and Cognition.

[8]  L. F. Barrett,et al.  Individual differences in working memory capacity and dual-process theories of the mind. , 2004, Psychological bulletin.

[9]  A. Baddeley,et al.  Binding in visual working memory: The role of the episodic buffer , 2011, Neuropsychologia.

[10]  Matthew M. White Designing Tutorial Modalities and Strategies for Digital Games: Lessons from Education , 2012, Int. J. Game Based Learn..

[11]  Priti Shah,et al.  Aging, Training, and the Brain: A Review and Future Directions , 2009, Neuropsychology Review.

[12]  Marci S. DeCaro,et al.  From poor performance to success under stress: working memory, strategy selection, and mathematical problem solving under pressure. , 2007, Journal of experimental psychology. Learning, memory, and cognition.

[13]  R. Felder,et al.  Learning and Teaching Styles in Engineering Education. , 1988 .

[14]  H. Forssberg,et al.  Computerized training of working memory in children with ADHD--a randomized, controlled trial. , 2005, Journal of the American Academy of Child and Adolescent Psychiatry.

[15]  Karla R. Hamlen Re-Examining Gender Differences in Video Game Play: Time Spent and Feelings of Success , 2010 .

[16]  W. Schneider,et al.  Training phonological skills and letter knowledge in children at risk for dyslexia: A comparison of three kindergarten intervention programs. , 2000 .

[17]  Min-Shik Kim,et al.  The role of spatial working memory in visual search efficiency , 2004, Psychonomic bulletin & review.

[18]  Thomas M. Connolly,et al.  The role of psychology in understanding the impact of computer games , 2011, Entertain. Comput..

[19]  Alexandra Rankin Macgill,et al.  Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. , 2008 .

[20]  Ian Bogost,et al.  Persuasive Games: The Expressive Power of Videogames , 2007 .

[21]  Norma L. Veurink,et al.  Enhancing Visualization Skills-Improving Options and Success (EnViSIONS) of Engineering and Technology Students. , 2009 .

[22]  B. Hommel,et al.  Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition , 2012, Psychological Research.

[23]  James D. Ivory,et al.  The virtual census: representations of gender, race and age in video games , 2009, New Media Soc..

[24]  M. McDaniel,et al.  Learning Styles , 2008, Psychological science in the public interest : a journal of the American Psychological Society.

[25]  Alexander von Eye,et al.  Race, Gender, and Information Technology Use: The New Digital Divide , 2008, Cyberpsychology Behav. Soc. Netw..

[26]  Carol S. Dweck,et al.  Motivational processes affecting learning. , 1986 .

[27]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[28]  T Lannen,et al.  Control of virtual environments for young people with learning difficulties , 2002, Disability and rehabilitation.

[29]  A. Kramer,et al.  Enrichment Effects on Adult Cognitive Development , 2008, Psychological science in the public interest : a journal of the American Psychological Society.

[30]  Charles A. Dickerman,et al.  Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games , 2008 .

[31]  Jennifer Jenson,et al.  Theorizing gender and digital gameplay: Oversights, accidents and surprises , 2008, Eludamos: Journal for Computer Game Culture.

[32]  Matthew M. White New tutorials for digital games: game design meets instructional design , 2012 .

[33]  Susan D. Voyer,et al.  Magnitude of sex differences in spatial abilities: a meta-analysis and consideration of critical variables. , 1995, Psychological bulletin.

[34]  David J. Miller,et al.  Educational benefits of using game consoles in a primary classroom: A randomised controlled trial , 2011, British Journal of Educational Technology.

[35]  David J. Brown,et al.  Virtual Reality in the Rehabilitation of People with Intellectual Disabilities: Review , 2005, Cyberpsychology Behav. Soc. Netw..

[36]  Dawn G. Blasko,et al.  ERP and behavioral evidence of individual differences in metaphor comprehension , 2003, Memory & cognition.

[37]  M. J. Baker,et al.  Incorporating the Thematic Ritualistic Behaviors of Children with Autism into Games , 2000 .

[38]  Anne Maass,et al.  Why Do Women Underperform Under Stereotype Threat? , 2005, Psychological science.

[39]  Holly Blasko-Drabik,et al.  An Adventure in Usability: Discovering Usability Where It Was Not Expected , 2010 .

[40]  David J. Brown,et al.  Designing location-based learning experiences for people with intellectual disabilities and additional sensory impairments , 2011, Comput. Educ..

[41]  N. Newcombe,et al.  How Important Is the Digital Divide? The Relation of Computer and Videogame Usage to Gender Differences in Mental Rotation Ability , 2005 .

[42]  Edward Downs,et al.  Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis , 2010 .

[43]  J. Pratt,et al.  Playing an Action Video Game Reduces Gender Differences in Spatial Cognition , 2007, Psychological science.

[44]  Dan MacIsaac,et al.  • U.S. National Science Board releases “Preparing the Next Generation of STEM Innovators: Identifying and Developing Our Nation's Human Capital” , 2013 .

[45]  Dawn G Blasko,et al.  COR V2: Teaching observational research with multimedia courseware , 2004, Behavior research methods, instruments, & computers : a journal of the Psychonomic Society, Inc.

[46]  K. C. Klauer Working Memory Involvement in Propositional and Spatial Reasoning , 1997 .

[47]  A. Bandura Self-deception: A paradox revisited , 2011 .

[48]  Heather C. Lum,et al.  Investigating the Impact of Self-Efficacy in Learning Disaster Strategies in an On-Line Serious Game , 2013 .

[49]  A. Kramer,et al.  Can training in a real-time strategy video game attenuate cognitive decline in older adults? , 2008, Psychology and aging.

[50]  S. Moffat,et al.  Navigation in a “Virtual” Maze: Sex Differences and Correlation With Psychometric Measures of Spatial Ability in Humans , 1998 .

[51]  Yu-Hao Lee,et al.  Impacts of Forced Serious Game Play on Vulnerable Subgroups , 2011, Int. J. Gaming Comput. Mediat. Simulations.

[52]  Moon J. Lee,et al.  The effects of three different computer texts on readers' recall: based on working memory capacity , 2003, Comput. Hum. Behav..

[53]  Hannah Hoch,et al.  Teaching Children with Autism to Play a Video Game Using Activity Schedules and Game-Embedded Simultaneous Video Modeling , 2010 .

[54]  Lutz Jäncke,et al.  Computer-based multisensory learning in children with developmental dyslexia. , 2007, Restorative neurology and neuroscience.

[55]  Jennifer Wiley,et al.  Effects of working memory capacity on mental set due to domain knowledge , 2007, Memory & cognition.

[56]  Robert H. Logie,et al.  Processing and Storage in Working Memory Span , 2001, The Quarterly journal of experimental psychology. A, Human experimental psychology.

[57]  Henny van der Meijden,et al.  Effects of constructing versus playing an educational game on student motivation and deep learning strategy use , 2011, Comput. Educ..

[58]  Pier J. M. Prins,et al.  Does Computerized Working Memory Training with Game Elements Enhance Motivation and Training Efficacy in Children with ADHD? , 2011, Cyberpsychology Behav. Soc. Netw..

[59]  Miguel Nussbaum,et al.  Is the use of information and communication technology related to performance in working memory tasks? Evidence from seventh-grade students , 2011, Comput. Educ..

[60]  Margaret Toms,et al.  Working Memory and Conditional Reasoning , 1993 .

[61]  Donald A. Norman,et al.  Affordance, conventions, and design , 1999, INTR.

[62]  Melissa Terlecki,et al.  Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy: Implications for the Gaming Industry , 2011 .