메뉴 건너뛰기




Volumn 39, Issue 3, 2011, Pages 227-254

Visual perspectives within educational computer games: Effects on presence and flow within virtual immersive learning environments

Author keywords

Flow; Games; Immersion; Perspective; Presence; Virtual environments

Indexed keywords


EID: 79954586406     PISSN: 00204277     EISSN: None     Source Type: Journal    
DOI: 10.1007/s11251-010-9126-5     Document Type: Article
Times cited : (56)

References (46)
  • 3
  • 7
    • 79551683422 scopus 로고    scopus 로고
    • The Art of Computer Game Design: Washington State University From Accessed 1 Dec 2008
    • Crawford, C., (1997). Chapter 2: Why do people play games? The Art of Computer Game Design: Washington State University. From http://www. vancouver. wsu. edu/fac/peabody/game-book/Chapter2. html. Accessed 1 Dec 2008.
    • (1997) Chapter 2: Why do people play games?
    • Crawford, C.1
  • 8
    • 0002411439 scopus 로고
    • The flow experience and human psychology
    • M. Csikszentmihalyi and I. S. Csikszentmihalyi (Eds.), Cambridge, UK: Cambridge University Press
    • Csikszentmihalyi, M. (1988). The flow experience and human psychology. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal experience (pp. 364-383). Cambridge, UK: Cambridge University Press.
    • (1988) Optimal Experience , pp. 364-383
    • Csikszentmihalyi, M.1
  • 10
    • 58149260140 scopus 로고    scopus 로고
    • Immersive interfaces for engagement and learning
    • Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910), 66-69.
    • (2009) Science , vol.323 , Issue.5910 , pp. 66-69
    • Dede, C.1
  • 11
    • 0011742538 scopus 로고    scopus 로고
    • Multisensory immersion as a modeling environment for learning complex scientific concepts
    • W. Feurzeig and N. Roberts (Eds.), New York: Springer-Verlag
    • Dede, C., Salzman, M. C., Loftin, R. B., & Sprague, D. (1999). Multisensory immersion as a modeling environment for learning complex scientific concepts. In W. Feurzeig & N. Roberts (Eds.), Computer modeling and simulation in science education (pp. 282-319). New York: Springer-Verlag.
    • (1999) Computer Modeling and Simulation in Science Education , pp. 282-319
    • Dede, C.1    Salzman, M.C.2    Loftin, R.B.3    Sprague, D.4
  • 12
    • 27544437757 scopus 로고    scopus 로고
    • Epic Games, Digital Extremes, GT Interactive
    • Epic Games, Digital Extremes (2003) Unreal Tournament 2003. GT Interactive.
    • (2003) Unreal Tournament 2003
  • 14
    • 0000179655 scopus 로고
    • The experience of a sense of presence in intercultural and international encounters
    • Fontaine, G. (1992). The experience of a sense of presence in intercultural and international encounters. Presence: Teleoperators and Virtual Environments, 1(4), 482-490.
    • (1992) Presence: Teleoperators and Virtual Environments , vol.1 , Issue.4 , pp. 482-490
    • Fontaine, G.1
  • 15
    • 0033959237 scopus 로고    scopus 로고
    • Philosophical conceptions of the self: Implications for cognitive science
    • Gallagher, I. (2000). Philosophical conceptions of the self: Implications for cognitive science. Trends in Cognitive Science., 4, 14-21.
    • (2000) Trends in Cognitive Science. , vol.4 , pp. 14-21
    • Gallagher, I.1
  • 17
    • 0002242402 scopus 로고
    • Epistemological and methodological bases of naturalistic inquiry
    • G. F. Madaus, M. S. Scriven, and D. L. Stufflebeam (Eds.), Boston, MA: Kluwer-Nijhoff Publishing
    • Guba, E. G., & Lincoln, Y. S. (1983). Epistemological and methodological bases of naturalistic inquiry. In G. F. Madaus, M. S. Scriven, & D. L. Stufflebeam (Eds.), Evaluation models: Viewpoints on educational and human services evaluation (pp. 311-334). Boston, MA: Kluwer-Nijhoff Publishing.
    • (1983) Evaluation Models: Viewpoints on Educational and Human Services Evaluation , pp. 311-334
    • Guba, E.G.1    Lincoln, Y.S.2
  • 18
    • 26944499514 scopus 로고    scopus 로고
    • The pleasures of immersion and engagement: Schemas, scripts and the fifth business
    • Hargadon, D. Y. (2001). The pleasures of immersion and engagement: Schemas, scripts and the fifth business. Digital Creativity, 12(3), 153-166.
    • (2001) Digital Creativity , vol.12 , Issue.3 , pp. 153-166
    • Hargadon, D.Y.1
  • 20
    • 0030306423 scopus 로고    scopus 로고
    • Development and validation of a scale to measure optimal experience: The flow state scale
    • Jackson, S., & Marsh, H. (1996). Development and validation of a scale to measure optimal experience: The flow state scale. Journal of Sport & Exercise Psychology, 18, 17-35.
    • (1996) Journal of Sport & Exercise Psychology , vol.18 , pp. 17-35
    • Jackson, S.1    Marsh, H.2
  • 24
    • 0010200474 scopus 로고    scopus 로고
    • Flow experience in sport: Construct validation of multidimensional, hierarchical state and trait responses
    • Marsh, H., & Jackson, S. (1999). Flow experience in sport: Construct validation of multidimensional, hierarchical state and trait responses. Structural Equation Modeling, 6(4), 343-371.
    • (1999) Structural Equation Modeling , vol.6 , Issue.4 , pp. 343-371
    • Marsh, H.1    Jackson, S.2
  • 25
    • 79551685539 scopus 로고    scopus 로고
    • Chapter 3: Immersion, engagement, and presence: A method for analyzing 3-D video games
    • M. J. P. Wolf (Ed.), Austin: University of Texas Press
    • McMahan, A. (2003). Chapter 3: Immersion, engagement, and presence: A method for analyzing 3-D video games. In M. J. P. Wolf (Ed.), The medium of the video game (pp. 135-158). Austin: University of Texas Press.
    • (2003) The Medium of the Video Game , pp. 135-158
    • McMahan, A.1
  • 27
    • 0030532180 scopus 로고    scopus 로고
    • Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games
    • Rieber, L. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(2), 43-58.
    • (1996) Educational Technology Research and Development , vol.44 , Issue.2 , pp. 43-58
    • Rieber, L.1
  • 28
    • 0142063106 scopus 로고    scopus 로고
    • Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games
    • Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. Cyberpsychology & Behavior, 6(5), 467-476.
    • (2003) Cyberpsychology & Behavior , vol.6 , Issue.5 , pp. 467-476
    • Robillard, G.1    Bouchard, S.2    Fournier, T.3    Renaud, P.4
  • 29
    • 27544497767 scopus 로고    scopus 로고
    • Rogue Entertainment, Redwood City, CA: Electronic Arts
    • Rogue Entertainment. (2000). American McGee's Alice. Redwood City, CA: Electronic Arts.
    • (2000) American McGee's Alice
  • 31
    • 60249086260 scopus 로고    scopus 로고
    • Designing educational games for activity-goal alignment
    • B. E. Shelton and D. Wiley (Eds.), Rotterdam, The Netherlands: Sense Publishers
    • Shelton, B. E. (2007). Designing educational games for activity-goal alignment. In B. E. Shelton & D. Wiley (Eds.), The design and use of simulation computer games in education (pp. 103-130). Rotterdam, The Netherlands: Sense Publishers.
    • (2007) The Design and Use of Simulation Computer Games in Education , pp. 103-130
    • Shelton, B.E.1
  • 33
    • 84909263860 scopus 로고    scopus 로고
    • Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow
    • U. Ritterfeld, M. J. Cody, and P. Vorderer (Eds.), Mahwah, NJ: Routledge, Taylor and Francis
    • Shute, V. J., Ventura, M., Bauer, M. I., & Zapata-Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. J. Cody, & P. Vorderer (Eds.), The social science of serious games: Theories and applications (pp. 295-321). Mahwah, NJ: Routledge, Taylor and Francis.
    • (2009) The Social Science of Serious Games: Theories and Applications , pp. 295-321
    • Shute, V.J.1    Ventura, M.2    Bauer, M.I.3    Zapata-Rivera, D.4
  • 34
    • 22844455127 scopus 로고    scopus 로고
    • Measuring presence: A response to the Witmer and Singer presence questionnaire
    • Slater, M. (1999). Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence: Teleoperators & Virtual Environments, 8(5), 560-566.
    • (1999) Presence: Teleoperators & Virtual Environments , vol.8 , Issue.5 , pp. 560-566
    • Slater, M.1
  • 35
    • 79954601920 scopus 로고    scopus 로고
    • A note on presence terminology, from Accessed 1 Dec 2008
    • Slater, M. (2003). A note on presence terminology, from http://presence. cs. ucl. ac. uk/presenceconnect/articles/Jan2003/melslaterJan27200391557/melslaterJan27200391557. html. Accessed 1 Dec 2008.
    • (2003)
    • Slater, M.1
  • 36
    • 0031501198 scopus 로고    scopus 로고
    • A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments
    • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603-616.
    • (1997) Presence: Teleoperators and Virtual Environments , vol.6 , Issue.6 , pp. 603-616
    • Slater, M.1    Wilbur, S.2
  • 41
    • 0037219219 scopus 로고    scopus 로고
    • Neural correlates of first-person-perspective
    • Vogeley, K., & Fink, G. R. (2003). Neural correlates of first-person-perspective. Trends in Cognitive Science, 7, 38-42.
    • (2003) Trends in Cognitive Science , vol.7 , pp. 38-42
    • Vogeley, K.1    Fink, G.R.2
  • 42
    • 0036853538 scopus 로고    scopus 로고
    • Using virtual reality technology for aircraft visual inspection training: Presence and comparison studies
    • Vora, J., Nair, S., Gramopadhye, A. K., Duchowski, A. T., Melloy, B. J., & Kanki, B. (2002). Using virtual reality technology for aircraft visual inspection training: Presence and comparison studies. Applied Ergonomics, 33, 559-570.
    • (2002) Applied Ergonomics , vol.33 , pp. 559-570
    • Vora, J.1    Nair, S.2    Gramopadhye, A.K.3    Duchowski, A.T.4    Melloy, B.J.5    Kanki, B.6


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.