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...
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
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)
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)
Connolly, T.M., et al.: A systematic review of empirical evidence on computer games and serious games. Computers and Education. 59, 661–686 (2012)
Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial, New York (1991)
Csikszentmihalyi, M.: Finding Flow: the Psychology of Engagement with Everyday Life. Basic Books, New York (1997)
Csikszentmihalyi, M.: Good Business: Leadership, Flow and Making of Meaning. Penguin Books, New York (2003)
Csikszentmihalyi, M.: Creativity: The Psychology of Discovery and Invention. Harper Perennial Modern Classics, New York (2013)
Csikszentmihalyi, M.: Flow and the Foundations of Positive Psychology: The Collected Works of Mihalyi Czikszentmihalyi. Springer, New York (2014)
Fishbein, M., Ajzen, I.: Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research Reading. Addison-Wesley, Boston (1975)
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)
Isbister, K.: How Games Move Us: Emotion by Design. MIT Press, Cambridge, MA (2016)
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)
Oliver, S.: Stimulating the ethical community: interactive game media and engaging human rights claims. Culture, theory and Critique. 51(1), 93–108 (2010)
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)
Schumpeter, J.: Capitalism, Socialism, and Democracy. Harper & Bros, New York (1942)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 Springer Nature Switzerland AG
About this entry
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
DOI: https://doi.org/10.1007/978-3-031-23161-2_227
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-23159-9
Online ISBN: 978-3-031-23161-2
eBook Packages: Computer ScienceReference Module Computer Science and Engineering