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Impacts of Forced Serious Game Play on Vulnerable Subgroups

Impacts of Forced Serious Game Play on Vulnerable Subgroups

Carrie Heeter, Yu-Hao Lee, Brian Magerko, Ben Medler
Copyright: © 2011 |Volume: 3 |Issue: 3 |Pages: 20
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781613507155|DOI: 10.4018/jgcms.2011070103
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MLA

Heeter, Carrie, et al. "Impacts of Forced Serious Game Play on Vulnerable Subgroups." IJGCMS vol.3, no.3 2011: pp.34-53. http://doi.org/10.4018/jgcms.2011070103

APA

Heeter, C., Lee, Y., Magerko, B., & Medler, B. (2011). Impacts of Forced Serious Game Play on Vulnerable Subgroups. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 3(3), 34-53. http://doi.org/10.4018/jgcms.2011070103

Chicago

Heeter, Carrie, et al. "Impacts of Forced Serious Game Play on Vulnerable Subgroups," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 3, no.3: 34-53. http://doi.org/10.4018/jgcms.2011070103

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Abstract

Three vulnerable subgroups of players (non-gamers, resistant players, and females) were studied to understand how each approaches and plays serious games. The authors explore forced (required) play using four different online casual games. Their research strongly suggests that the most important threat to a serious game’s impact is when players dislike the game. Serious games are less effective for players who dislike a game and most effective for those who like the game. Non-gamers were at a distinct disadvantage as far as gameplay performance. They experienced a more negative effect in two of the four games. Finally, males tended to seek more difficult challenges in games than females. The optimal amount of challenge may be the most important gender difference to consider when designing serious games.

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