Serious Online Games for Engaged Learning Through Flow

  • Reference work entry
  • First Online:
Encyclopedia of Computer Graphics and Games
  • 33 Accesses

Synonyms

Game-Based Learning (GBL); SG: Serious Game(s); SOG: Serious Online Game(s)

Definition

SGs are video games, which are mental competitions played with a computer in accordance with specific rules that use entertainment to enhance education, corporate training, health, public policy, and strategic communication (Connolly et al. 2012).

SOGs are online community games, which are concerned with affective learning outcomes to change not only perceptions, but also behaviors and attitudes through awareness raising on various policy issues (Fishbein and Ajzen 1975). SOGs may even aim at transforming the participants’ mindset along with emotions so that they become more open-minded, humanitarian, and self-reflective primarily in their own environment, such as workplace, school, or household.

Introduction

Online games have been gaining increasing attention lately since computer technology has provided new opportunities for mobile learning. Playing online games that are embedded in social...

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
EUR 32.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or Ebook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 599.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 1,299.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free ship** worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Alexiou, A., Schippers, M., Oshri, I.: Positive psychology and digital games: the role of emotions and psychological flow in serious games development. Psychology.3(12A), 1243–1247 (2012). http://www.SciRP.org/journal/psych (retrieved on 01/31/2018)

    Article  Google Scholar 

  • Buzady, Z.: Flow, leadership and serious games – a pedagogical perspective. World Journal of Science, Technology and Sustainable Development. 14(2/3), 204–217. Emerald Pub (2017)

    Article  Google Scholar 

  • Connolly, T.M., et al.: A systematic review of empirical evidence on computer games and serious games. Computers and Education. 59, 661–686 (2012)

    Article  Google Scholar 

  • Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial, New York (1991)

    Google Scholar 

  • Csikszentmihalyi, M.: Finding Flow: the Psychology of Engagement with Everyday Life. Basic Books, New York (1997)

    Google Scholar 

  • Csikszentmihalyi, M.: Good Business: Leadership, Flow and Making of Meaning. Penguin Books, New York (2003)

    Google Scholar 

  • Csikszentmihalyi, M.: Creativity: The Psychology of Discovery and Invention. Harper Perennial Modern Classics, New York (2013)

    Google Scholar 

  • Csikszentmihalyi, M.: Flow and the Foundations of Positive Psychology: The Collected Works of Mihalyi Czikszentmihalyi. Springer, New York (2014)

    Book  Google Scholar 

  • Fishbein, M., Ajzen, I.: Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research Reading. Addison-Wesley, Boston (1975)

    Google Scholar 

  • Hildman, H., Hildmann, J.: A critical reaction in the potential of mobile device based tools to assist in the professional evaluation and assessment of observable aspects of learning or (game) playing. In: Proceedings of 3rd European Conference on Games Based Learning. Academic Publishing International, Graz (2009)

    Google Scholar 

  • Isbister, K.: How Games Move Us: Emotion by Design. MIT Press, Cambridge, MA (2016)

    Book  Google Scholar 

  • Marer, P., Buzady, Z., Vecsey, Z.: Missing link discovered: Csikszentmihalyi’s flow theory into management and leadership practice by using FLIGBY, the official flow-leadership game. Flowleadershiporg. (2012). https://www.fligby.com. Retrieved from 28 Sept 2022

  • Moneta, G., B.: On the measurement and conceptualization of flow. In: Engeser, S. (ed.) Advances in Flow Research. Springer Science (2012)

    Google Scholar 

  • Oliver, S.: Stimulating the ethical community: interactive game media and engaging human rights claims. Culture, theory and Critique. 51(1), 93–108 (2010)

    Article  Google Scholar 

  • Pelletier, C.: Reconfiguring interactivity, agency and pleasure in the education and computer games debate- Using Zizek’s concept of “interpassivity” to Analyze Educational Play. E-learning. 2(4), 317–326 (2010)

    Google Scholar 

  • Schumpeter, J.: Capitalism, Socialism, and Democracy. Harper & Bros, New York (1942)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Müberra Yüksel .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 Springer Nature Switzerland AG

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Yüksel, M. (2024). Serious Online Games for Engaged Learning Through Flow. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-031-23161-2_227

Download citation

Publish with us

Policies and ethics

Navigation