TY - JOUR
T1 - Mood and learning in navigation-based
serious games
AU - Romano, Daniela
AU - Nazrina, N
PY - 2017/8/1
Y1 - 2017/8/1
N2 - Games are played for entertainment and
have the ability to stimulate a variety of
moods during gameplay, including
happiness. Serious or applied games are
created and used to serve a purpose
rather than purely for entertainment. The
relationship between mood and task
efficiency has been investigated in
psychology with contrasting results, and it
also appears that there is a relationship
between mood and learning. Players' mood
and learning efficiency as a consequence of
playing two serious games involving
navigation in a virtual environment as the
main action of gameplay, but with different
learning objectives, have been
investigated. The first game trained
players to perform a religious ritual, while
the second taught the route to a real world
destination. The pre- and post-gameplay
mood of 52 players were noted. It was
found that both serious games helped the
players develop a pleasant overall mood
and significantly increased the selfreported
happiness score in the postquestionnaire.
It was also found that
players who felt happier spent more time
learning and that women performed better
when they were happier. Also, younger
learners tend to obtain a higher learning
performance score than other age
categories.
AB - Games are played for entertainment and
have the ability to stimulate a variety of
moods during gameplay, including
happiness. Serious or applied games are
created and used to serve a purpose
rather than purely for entertainment. The
relationship between mood and task
efficiency has been investigated in
psychology with contrasting results, and it
also appears that there is a relationship
between mood and learning. Players' mood
and learning efficiency as a consequence of
playing two serious games involving
navigation in a virtual environment as the
main action of gameplay, but with different
learning objectives, have been
investigated. The first game trained
players to perform a religious ritual, while
the second taught the route to a real world
destination. The pre- and post-gameplay
mood of 52 players were noted. It was
found that both serious games helped the
players develop a pleasant overall mood
and significantly increased the selfreported
happiness score in the postquestionnaire.
It was also found that
players who felt happier spent more time
learning and that women performed better
when they were happier. Also, younger
learners tend to obtain a higher learning
performance score than other age
categories.
KW - Gameplay
KW - Serious game
KW - Applied game
KW - Navigation
KW - Learning
KW - Mood
UR - http://www.scopus.com/inward/record.url?scp=85017409332&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85017409332&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/8c88065d-ae26-330b-b966-95eff06f599f/
U2 - 10.1016/j.chb.2017.03.040
DO - 10.1016/j.chb.2017.03.040
M3 - Article (journal)
SN - 0747-5632
VL - 73
SP - 596
EP - 604
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -