{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,10]],"date-time":"2026-06-10T15:31:02Z","timestamp":1781105462486,"version":"3.54.1"},"reference-count":23,"publisher":"IGI Global Scientific Publishing","issue":"3","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2011,7,1]]},"abstract":"<p>Three vulnerable subgroups of players (non-gamers, resistant players, and females) were studied to understand how each approaches and plays serious games. The authors explore forced (required) play using four different online casual games. Their research strongly suggests that the most important threat to a serious game\u2019s impact is when players dislike the game. Serious games are less effective for players who dislike a game and most effective for those who like the game. Non-gamers were at a distinct disadvantage as far as gameplay performance. They experienced a more negative effect in two of the four games. Finally, males tended to seek more difficult challenges in games than females. The optimal amount of challenge may be the most important gender difference to consider when designing serious games.<\/p>","DOI":"10.4018\/jgcms.2011070103","type":"journal-article","created":{"date-parts":[[2011,10,19]],"date-time":"2011-10-19T12:23:11Z","timestamp":1319026991000},"page":"34-53","source":"Crossref","is-referenced-by-count":30,"title":["Impacts of Forced Serious Game Play on Vulnerable Subgroups"],"prefix":"10.4018","volume":"3","author":[{"given":"Carrie","family":"Heeter","sequence":"first","affiliation":[{"name":"Michigan State University, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Yu-Hao","family":"Lee","sequence":"additional","affiliation":[{"name":"Michigan State University, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Brian","family":"Magerko","sequence":"additional","affiliation":[{"name":"Georgia Institute of Technology, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Ben","family":"Medler","sequence":"additional","affiliation":[{"name":"Georgia Institute of Technology, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"jgcms.2011070103-0","unstructured":"Breznitz, S. (2010). Cogfit training: The key to cognitive vitality. Retrieved from http:\/\/www.cognifit.com\/pdf\/experts\/Cognitive_Vitality_2011.pdf"},{"key":"jgcms.2011070103-1","unstructured":"Canossa, A., & Drachen, A. (2009). Patterns of play: Play-personas in user-centred game development. Paper presented at the DiGRA Workshop, London, UK."},{"key":"jgcms.2011070103-2","doi-asserted-by":"publisher","DOI":"10.1111\/j.0956-7976.2005.01577.x"},{"key":"jgcms.2011070103-3","doi-asserted-by":"publisher","DOI":"10.1007\/BF00992151"},{"key":"jgcms.2011070103-4","doi-asserted-by":"publisher","DOI":"10.1177\/0146167204263961"},{"key":"jgcms.2011070103-5","author":"M.Csikszentmihalyi","year":"1991","journal-title":"Flow: The psychology of optimal experience"},{"key":"jgcms.2011070103-6","article-title":"Six of one, half a dozen of the other: Meaningful metrics for comparing player processes and outcomes within and across games","author":"C.Heeter","journal-title":"Game telemetry and metrics: Maximizing the value of your data"},{"key":"jgcms.2011070103-7","unstructured":"Heeter, C., Winn, B., Winn, J., & Bozoki, A. (2008). The challenge of challenge: Avoiding and embracing difficulty in a memory game. In Proceedings of the Meaningful Play Conference, East Lansing, MI."},{"key":"jgcms.2011070103-8","unstructured":"Lenhart, A., Kahne, J., & Middaugh, E. Evans, C., & Vitek, J. (2008). Teens\u2019 gaming experiences are diverse and include significant social interaction and civic engagement. Retrieved from http:\/\/www.pewinternet.org\/~\/media\/\/Files\/Reports\/2008\/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf"},{"key":"jgcms.2011070103-9","article-title":"Tapping into the hidden potential of serious games: Accommodating individual differences","author":"B.Magerko","year":"2010","journal-title":"Interdisciplinary models and tools for serious games: Emerging concepts and future directions"},{"key":"jgcms.2011070103-10","doi-asserted-by":"crossref","unstructured":"Mandryk, R. L., Atkins, M. S., & Inkpen, K. M. (2006). A continuous and objective evaluation of emotional experience with interactive play environments. In Proceedings of the SIGCHI Conference on Human Factors in Computing, Montr\u00e9al, QC, Canada (pp. 1027-1036).","DOI":"10.1145\/1124772.1124926"},{"key":"jgcms.2011070103-11","doi-asserted-by":"crossref","first-page":"169","DOI":"10.1017\/CBO9780511816819.012","article-title":"Principles for managing essential processing in multimedia learning: Segmenting, pretraining, and modality principles","author":"R. E.Mayer","year":"2005","journal-title":"The Cambridge handbook of multimedia learning"},{"key":"jgcms.2011070103-12","doi-asserted-by":"crossref","first-page":"183","DOI":"10.1017\/CBO9780511816819.013","article-title":"Principles for reducing extraneous processing in multimedia learning: Coherence, signaling, redundancy, spatial contiguity, and temporal contiguity principles","author":"R. E.Mayer","year":"2005","journal-title":"The Cambridge handbook of multimedia learning"},{"key":"jgcms.2011070103-13","unstructured":"Nacke, L., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H., Hoogen, W., et al. (2009). Playability and player experience research. Paper presented at the DiGRA Workshop, London, UK."},{"key":"jgcms.2011070103-14","unstructured":"Nacke, L., Stellmach, S., Sasse, D., & Lindley, C. A. (2009). Gameplay experience in a gaze interaction game. In Proceedings of the COGAIN Conference: Gaze Interaction For Those Who Want It Most, Lyngby, Denmark (pp. 49-54)."},{"key":"jgcms.2011070103-15","unstructured":"Rodriguez, S., & Guerra, B. Higgins, T., & Mangels, J. (2011). Task goals and achievement mindset influence attention to feedback and learning success in a challenging memory task. In Proceedings of the 18th Annual Meeting of the Cognitive Neuroscience Society, San Francisco, CA."},{"key":"jgcms.2011070103-16","author":"K.Salen","year":"2004","journal-title":"The rules of play"},{"key":"jgcms.2011070103-17","unstructured":"Squire, K. D. (2005). Changing the game: What happens when videogames enter the classroom? Innovate, 1(6)."},{"key":"jgcms.2011070103-18","article-title":"Learner\u2019s cognitive load when using educational technology","author":"J.Sweller","year":"2010","journal-title":"Gaming & cognition: Theories and perspectives from the learning sciences"},{"key":"jgcms.2011070103-19","doi-asserted-by":"publisher","DOI":"10.1002\/acp.2350070605"},{"key":"jgcms.2011070103-20","first-page":"79","author":"L.Vygotsky","year":"1978","journal-title":"Interaction between learning and development, in mind in society"},{"key":"jgcms.2011070103-21","doi-asserted-by":"publisher","DOI":"10.1111\/j.1083-6101.2008.00428.x"},{"key":"jgcms.2011070103-22","doi-asserted-by":"publisher","DOI":"10.1007\/s11199-009-9595-7"}],"container-title":["International Journal of Gaming and Computer-Mediated Simulations"],"original-title":[],"language":"ng","link":[{"URL":"https:\/\/www.igi-global.com\/viewtitle.aspx?TitleId=56337","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2022,6,1]],"date-time":"2022-06-01T19:51:56Z","timestamp":1654113116000},"score":1,"resource":{"primary":{"URL":"https:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?doi=10.4018\/jgcms.2011070103"}},"subtitle":[""],"short-title":[],"issued":{"date-parts":[[2011,7,1]]},"references-count":23,"journal-issue":{"issue":"3","published-print":{"date-parts":[[2011,7]]}},"URL":"https:\/\/doi.org\/10.4018\/jgcms.2011070103","relation":{},"ISSN":["1942-3888","1942-3896"],"issn-type":[{"value":"1942-3888","type":"print"},{"value":"1942-3896","type":"electronic"}],"subject":[],"published":{"date-parts":[[2011,7,1]]}}}