Affect During Instructional Video Game Learning: Story's Potential Role

Title

Affect During Instructional Video Game Learning: Story's Potential Role

ORCiD

Osvaldo Jiménez: 0000-0002-6515-4145

Files

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Document Type

Contribution to Book

Department

Computer Science

Book Title

Emotions, Technology, and Digital Games

Editor(s)

Sharon Y. Tettegah and Wenhao David Huang

Description

Games have been linked to provoking a wide variety of emotional reactions, from fear (Therrien, 2009) to joy (Malone, 1981). While some of the authors in this volume have reported on the variety of emotional interactions that games can provide, such as mirroring of emotions (Humphries & McDonald, 2011), this chapter will examine how the presence of a component of a computer game, namely the story, may have had an impact on the link between emotions and learning. Specifically, this chapter focuses on the component of “story” in a game, and how the inclusion of a story may have both an emotional and subsequent learning impact. To explain this relationship, this chapter is separated into three sections. First, there is a discussion on the previous literature surrounding the potential links between story, emotions, learning, and games. Second, this chapter leverages this literature to introduce a study, which will investigate the potential role that story has in games, learning, and student emotions. Finally, the chapter will discuss the unexpected results from this study, further analyzing the potential links between emotions and learning, and grounding this analysis with the research literature.

Find in WorldCat

https://worldcat.org/title/922528490

ISBN

978-0-12-801738-8

DOI

10.1016/B978-0-12-801738-8.00009-9

Publication Date

1-1-2015

Publisher

Academic Press, Elsevier

City

London

First Page

193

Last Page

209

Keywords

Classroom research, Educational games, Game design, Stories in games

Disciplines

Computer Sciences

Affect During Instructional Video Game Learning: Story's Potential Role
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