Mood and learning in navigation-based serious games

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Abstract

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 specific purpose rather than for pure 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 taught the route to a real world destination, while the second trained players to perform a religious ritual. The pre- and post-gameplay mood of 52 players were noted. It was found that both serious games helped the players developing a pleasant overall mood and significantly increased the self-reported happiness score in the post-questionnaire. It was also discovered that players who felt happier spent more time learning and that women performed better when they were happier. Besides, younger learners tend to obtain a higher learning performance score than other age categories.

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M.Nazry, N. N., & Romano, D. M. (2017). Mood and learning in navigation-based serious games. Computers in Human Behavior, 73, 596–604. https://doi.org/10.1016/j.chb.2017.03.040

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