{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,17]],"date-time":"2026-03-17T15:25:35Z","timestamp":1773761135218,"version":"3.50.1"},"reference-count":41,"publisher":"Association for Computing Machinery (ACM)","issue":"2","license":[{"start":{"date-parts":[[2009,6,1]],"date-time":"2009-06-01T00:00:00Z","timestamp":1243814400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Comput. Entertain."],"published-print":{"date-parts":[[2009,6]]},"abstract":"<jats:p>Lowering the barrier between education and real entertainment is an important challenge in order to better exploit the potential of computers and reach a demographic that is traditionally averse to learning. To this end, it is important to investigate how to exploit the appeal of video games (VGs) to also favor and induce learning via playing video games. Achieving this goal is not only a matter of content, since simply \u201csuperimposed\u201d educational content risks being perceived as boring. Hence we believe that the game should feature mechanisms for acquiring knowledge and skill that are smoothly embedded in a meaningful, homogeneous, and compelling whole.<\/jats:p>\n          <jats:p>Thus, there is a need to compartmentalize components of a game engine so that it becomes easy and efficient to integrate the graphics\/interface\u2014which has already been done very well by state-of-the-art successful video games and the educational aspect which is typically poor in those same games. Hence we have defined a general set of mechanisms and modules that can be inserted in state-of-the-art VG environments and are aimed at promoting various kinds of knowledge and procedural skill acquisition.<\/jats:p>\n          <jats:p>\n            In order to investigate and validate this concept, we have built an educational game,\n            <jats:italic>SeaGame<\/jats:italic>\n            , using a state-of-the-art commercial game development approach, and enriched the environment with instances of developed educational modules.\n          <\/jats:p>\n          <jats:p>\n            Analyzing user test results, we conclude that\n            <jats:italic>SeaGame<\/jats:italic>\n            is perceived quite similarly to commercial VGs, which suggests that the proposed mechanisms do not compromise the overall enjoyability of the game, which is key to attracting a wide demographic that is not currently involved in educational activities during their leisure time.\n          <\/jats:p>\n          <jats:p>The results of this research can be generalized, since the standards of commercial games and the proposed educational enhancements can be instantiated in a variety of educational contexts and applied to different types of content.<\/jats:p>","DOI":"10.1145\/1541895.1541903","type":"journal-article","created":{"date-parts":[[2009,6,30]],"date-time":"2009-06-30T13:10:17Z","timestamp":1246367417000},"page":"1-18","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":53,"title":["Enhancing the educational value of video games"],"prefix":"10.1145","volume":"7","author":[{"given":"F.","family":"Bellotti","sequence":"first","affiliation":[{"name":"Department of Electronics and Biophysical Engineering, University of Genoa, Genoa, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"R.","family":"Berta","sequence":"additional","affiliation":[{"name":"Department of Electronics and Biophysical Engineering, University of Genoa, Genoa, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"A. De","family":"Gloria","sequence":"additional","affiliation":[{"name":"Department of Electronics and Biophysical Engineering, University of Genoa, Genoa, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"L.","family":"Primavera","sequence":"additional","affiliation":[{"name":"Department of Electronics and Biophysical Engineering, University of Genoa, Genoa, Italy"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2009,6,24]]},"reference":[{"key":"e_1_2_1_1_1","unstructured":"Bannister D. and Fransella F. 1985. Inquiring Man. 3rd (ed.) Routledge London.  Bannister D. and Fransella F. 1985. Inquiring Man. 3rd (ed.) Routledge London."},{"key":"e_1_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/1413634.1413653"},{"key":"e_1_2_1_3_1","volume-title":"Proceedings of the Learning with Games Conference, 24--26","author":"Bellotti F.","year":"2007","unstructured":"Bellotti , F. , Berta , R. , Pellegrino , M. , Primavera , L. , and De Gloria , A. 2007 . Learning contents by videogame tricks . In Proceedings of the Learning with Games Conference, 24--26 . Bellotti, F., Berta, R., Pellegrino, M., Primavera, L., and De Gloria, A. 2007. Learning contents by videogame tricks. In Proceedings of the Learning with Games Conference, 24--26."},{"key":"e_1_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1145\/1255047.1255142"},{"key":"e_1_2_1_5_1","volume-title":"Proceedings of the HCI, 117--132","author":"Boyd S.","unstructured":"Boyd , S. , Carini , D. , and Carini , C . 2004. Constructing a player-centered definition of fun for video games design . In Proceedings of the HCI, 117--132 , 6--10. Boyd, S., Carini, D., and Carini, C. 2004. Constructing a player-centered definition of fun for video games design. In Proceedings of the HCI, 117--132, 6--10."},{"key":"e_1_2_1_6_1","volume-title":"Informa predicts &dollar;58.4B game industry","author":"Carless S.","year":"2007","unstructured":"Carless , S. 2005. Informa predicts &dollar;58.4B game industry in 2007 . Gamasutra . www.gamasutra.com\/php-bin\/news_index.php?story=6942. Carless, S. 2005. Informa predicts &dollar;58.4B game industry in 2007. Gamasutra. www.gamasutra.com\/php-bin\/news_index.php?story=6942."},{"key":"e_1_2_1_7_1","volume-title":"Teaching in the Knowledge Society: New Skills And Instruments for Teachers","author":"Cartelli A.","unstructured":"Cartelli , A. 2006. Teaching in the Knowledge Society: New Skills And Instruments for Teachers . Idea Group Inc . Cartelli, A. 2006. Teaching in the Knowledge Society: New Skills And Instruments for Teachers. Idea Group Inc."},{"key":"e_1_2_1_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/1232743.1232769"},{"key":"e_1_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1145\/1146816.1146827"},{"key":"e_1_2_1_10_1","doi-asserted-by":"publisher","DOI":"10.1162\/105474602317343659"},{"key":"e_1_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1145\/1371216.1371223"},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1080\/01587910303047"},{"key":"e_1_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/1124772.1124834"},{"key":"e_1_2_1_14_1","volume-title":"Heuristics and usability guidelines for the creation and evaluation of fun in video games. Unpublished thesis","author":"Federoff M.","unstructured":"Federoff , M. 2002. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Unpublished thesis , Indiana University , Bloomington . http:\/\/www.melissafederoff.com\/thesis.html. Federoff, M. 2002. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Unpublished thesis, Indiana University, Bloomington. http:\/\/www.melissafederoff.com\/thesis.html."},{"key":"e_1_2_1_15_1","volume-title":"Game Design Workshop. Designing, Prototyping and Playtesting Games. CMP Books","author":"Fullerton T.","unstructured":"Fullerton , T. , Swain , C. , and Hoffman , S . 2004 . Game Design Workshop. Designing, Prototyping and Playtesting Games. CMP Books , San Francisco, CA. Fullerton, T., Swain, C., and Hoffman, S. 2004. Game Design Workshop. Designing, Prototyping and Playtesting Games. CMP Books, San Francisco, CA."},{"key":"e_1_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1468-2885.2004.tb00317.x"},{"key":"e_1_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1207\/S15327590IJHC1203&4_13"},{"key":"e_1_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.1007\/s005300050050"},{"key":"e_1_2_1_19_1","volume-title":"The Psychology of Personal Constructs. Vols.1\/2","author":"Kelly G.","unstructured":"Kelly , G. 1955. The Psychology of Personal Constructs. Vols.1\/2 . Routledge , London . Kelly, G. 1955. The Psychology of Personal Constructs. Vols.1\/2. Routledge, London."},{"key":"e_1_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1145\/1358628.1358953"},{"key":"e_1_2_1_21_1","first-page":"2","article-title":"Massively multi-learner: recent advances in 3D social environments, computing and information systems.J","volume":"10","author":"Livingstone D.","year":"2006","unstructured":"Livingstone , D. and Kemp , J. 2006 . Massively multi-learner: recent advances in 3D social environments, computing and information systems.J . School Computing 10 , 2 . Livingstone, D. and Kemp, J. 2006. Massively multi-learner: recent advances in 3D social environments, computing and information systems.J. School Computing 10, 2.","journal-title":"School Computing"},{"key":"e_1_2_1_22_1","volume-title":"Proceedings of the Digital Arts and Culture Conference, 69--78","author":"Losh E.","year":"2005","unstructured":"Losh , E. 2005 . In country with tactical Iraqi: Trust, identity, and language learning in a military video game digital experience . In Proceedings of the Digital Arts and Culture Conference, 69--78 . Losh, E. 2005. In country with tactical Iraqi: Trust, identity, and language learning in a military video game digital experience. In Proceedings of the Digital Arts and Culture Conference, 69--78."},{"key":"e_1_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1145\/1124772.1124926"},{"key":"e_1_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/1272516.1272536"},{"key":"e_1_2_1_25_1","unstructured":"Michael D. and Chen S. 2006. Serious games: Games that educate train and inform. In Thompson Course in Technology PTR.   Michael D. and Chen S. 2006. Serious games: Games that educate train and inform. In Thompson Course in Technology PTR."},{"key":"e_1_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1468-2885.2004.tb00316.x"},{"key":"e_1_2_1_27_1","volume-title":"Proceedings of the International Joint Conference on Artificial Intelligence 5th Workshop on Knowledge and Reasoning in Practical Dialogue Systems, 15--21","author":"Olney A. M.","year":"2007","unstructured":"Olney , A. M. 2007 . Dialogue generation for robotic portraits . In Proceedings of the International Joint Conference on Artificial Intelligence 5th Workshop on Knowledge and Reasoning in Practical Dialogue Systems, 15--21 . Olney, A. M. 2007. Dialogue generation for robotic portraits. In Proceedings of the International Joint Conference on Artificial Intelligence 5th Workshop on Knowledge and Reasoning in Practical Dialogue Systems, 15--21."},{"key":"e_1_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1080\/08886504.1999.10782624"},{"key":"e_1_2_1_29_1","doi-asserted-by":"publisher","DOI":"10.1145\/950566.950596"},{"key":"e_1_2_1_30_1","doi-asserted-by":"crossref","unstructured":"Raney A. 2004. Expanding disposition theory: Reconsidering character liking moral evaluations and enjoyment. Communication Theory 348--369.  Raney A. 2004. Expanding disposition theory: Reconsidering character liking moral evaluations and enjoyment. Communication Theory 348--369.","DOI":"10.1111\/j.1468-2885.2004.tb00319.x"},{"key":"e_1_2_1_31_1","volume-title":"Proceedings of the Interservice\/Industry Training, Simulation, and Education Conference.","author":"Raybourn E. M.","unstructured":"Raybourn , E. M. , Deagle , E. , Mendina , K. , and Heneghan , J . 2005. Adaptive thinking and leadership simulation game training for special forces officers . In Proceedings of the Interservice\/Industry Training, Simulation, and Education Conference. Raybourn, E. M., Deagle, E., Mendina, K., and Heneghan, J. 2005. Adaptive thinking and leadership simulation game training for special forces officers. In Proceedings of the Interservice\/Industry Training, Simulation, and Education Conference."},{"key":"e_1_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1007\/BF02300540"},{"key":"e_1_2_1_33_1","first-page":"110","article-title":"The use of second life for distance education","volume":"23","author":"Ritzema T.","year":"2008","unstructured":"Ritzema , T. and Harris , B. 2008 . The use of second life for distance education , J. Computing Sciences Colleges 23 , 6, 110 -- 116 . Ritzema, T. and Harris, B. 2008. The use of second life for distance education, J. Computing Sciences Colleges 23, 6, 110--116.","journal-title":"J. Computing Sciences Colleges"},{"key":"e_1_2_1_34_1","doi-asserted-by":"publisher","DOI":"10.19173\/irrodl.v3i1.79"},{"key":"e_1_2_1_35_1","doi-asserted-by":"publisher","DOI":"10.1109\/ACHI.2008.50"},{"key":"e_1_2_1_36_1","volume-title":"The Ecology of Games: Connecting Youth, Games, and Learning","author":"Squire K.","unstructured":"Squire , K. 2008. Open-ended video games: A model for developing learning for the interactive age . In The Ecology of Games: Connecting Youth, Games, and Learning , K. Salen (ed.), MIT Press , Cambridge, MA , 167--198. doi: 10.1162\/dmal.9780262693646.167. 10.1162\/dmal.9780262693646.167 Squire, K. 2008. Open-ended video games: A model for developing learning for the interactive age. In The Ecology of Games: Connecting Youth, Games, and Learning, K. Salen (ed.), MIT Press, Cambridge, MA, 167--198. doi: 10.1162\/dmal.9780262693646.167."},{"key":"e_1_2_1_37_1","volume-title":"Experiences with repertory grid analysis for investigating effectiveness of virtual environments. PRESENCE","author":"Steed A.","unstructured":"Steed , A. and McDonnell , J. 2003. Experiences with repertory grid analysis for investigating effectiveness of virtual environments. PRESENCE , Aalborg University . Steed, A. and McDonnell, J. 2003. Experiences with repertory grid analysis for investigating effectiveness of virtual environments. PRESENCE, Aalborg University."},{"key":"e_1_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.1145\/1077246.1077253"},{"key":"e_1_2_1_39_1","volume-title":"The elements of AIML style","author":"Wallace R.","unstructured":"Wallace , R. 2003. The elements of AIML style . ALICE AI Foundation . Wallace, R. 2003. The elements of AIML style. ALICE AI Foundation."},{"key":"e_1_2_1_40_1","doi-asserted-by":"publisher","DOI":"10.1109\/MC.2005.297"},{"key":"e_1_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1145\/1272516.1272535"}],"container-title":["Computers in Entertainment"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1541895.1541903","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1541895.1541903","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T20:26:01Z","timestamp":1750278361000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1541895.1541903"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2009,6]]},"references-count":41,"journal-issue":{"issue":"2","published-print":{"date-parts":[[2009,6]]}},"alternative-id":["10.1145\/1541895.1541903"],"URL":"https:\/\/doi.org\/10.1145\/1541895.1541903","relation":{},"ISSN":["1544-3574"],"issn-type":[{"value":"1544-3574","type":"electronic"}],"subject":[],"published":{"date-parts":[[2009,6]]},"assertion":[{"value":"2008-11-01","order":0,"name":"received","label":"Received","group":{"name":"publication_history","label":"Publication History"}},{"value":"2009-02-01","order":1,"name":"accepted","label":"Accepted","group":{"name":"publication_history","label":"Publication History"}},{"value":"2009-06-24","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}