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A Practical Guide to Using Digital Games as an Experiment Stimulus

TLDR
This contribution provides a breakdown of the steps necessary for using a digital game in experimental studies, along with a checklist for researchers illustrating variables that potentially affect the reliability and validity of experiments.
Abstract
Digital games offer rich media content and engaging action, accessible individually or in groups collaborating or competing against each other. This makes them promising for use as a stimulus in research settings. This paper examines the advantages and challenges of using games in experimental research with particular focus on strict stimulus control through the following four areas: (1) matching and regulating task type, (2) data segmentation and event coding, (3) compatibility between participants, and (4) planning and conducting data collection. This contribution provides a breakdown of the steps necessary for using a digital game in experimental studies, along with a checklist for researchers illustrating variables that potentially affect the reliability and validity of experiments. We also offer a study example to illustrate how these considerations apply to practice. The aim is to provide support to researchers planning and conducting empirical experiments involving games, and also to those evaluating the works of others.

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Mortal Kombat (tm) : The effects of violent videogame play on males' hostility and cardiovascular responding

TL;DR: In this article, the authors examined cardiovascular reactivity and hostility among 30 male undergraduates after either nonviolent (billiards) or 1 of 2 levels of violent videogame play (MKl = less violent, MK2 = more violent).
Journal ArticleDOI

Girls can't play

TL;DR: Results indicated that stereotype threatened females underperformed on the gaming task relative to males in the control condition, and the intervention of multiple social identities successfully protected females' gameplay performance from stereotype threat.
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Fight fire with rainbows

TL;DR: Findings showed that challenge manipulated by game difficulty is of main importance for post-game emotions: number of deaths predicted positive affect, but only in the low difficulty condition while number of kills was a positive predictor for positive affect and a negative predictor for negative affect.
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Games for enhancing basic reading and maths skills : A systematic review of educational game design in supporting learning by people with learning disabilities

TL;DR: A need to rethink previous empirical studies on game settings for people with learning difficulties via advancing the role of game design in empirical intervention studies, as well as key design principles that have been used in games for enhancing basic reading and maths skills.
References
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Journal ArticleDOI

Altruistic punishment in humans.

TL;DR: In this article, it was shown that negative emotions towards defectors are the proximate mechanism behind altruistic punishment and that cooperation flourishes if altruistic punishments are possible, and breaks down if it is ruled out.
Posted Content

Altruistic Punishment in Humans

TL;DR: It is shown experimentally that the altruistic punishment of defectors is a key motive for the explanation of cooperation, and that future study of the evolution of human cooperation should include a strong focus on explaining altruistic punished.
Journal ArticleDOI

Behavioral Study of obedience.

TL;DR: This article describes a procedure for the study of destructive obedience in the laboratory, ordering a naive S to administer increasingly more severe punishment to a victim in the context of a learning experiment, which created extreme levels of nervous tension in some Ss.
Book

Man, Play and Games

TL;DR: Man, Play and Games as mentioned in this paper is a companion volume to Caillois's Man and the Sacred, which defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.
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