References
Bar-Hillel, Peer & Acquisti (2014) psycnet.apa.org/record/2014-...
Forder & Dyson (2016) pubmed.ncbi.nlm.nih.gov/27658703/
Kubovy & Psotka (1976) psycnet.apa.org/record/1977-...
References
Bar-Hillel, Peer & Acquisti (2014) psycnet.apa.org/record/2014-...
Forder & Dyson (2016) pubmed.ncbi.nlm.nih.gov/27658703/
Kubovy & Psotka (1976) psycnet.apa.org/record/1977-...
Combining experimental design with game design enables the empirical validation of choices made by commercial games. In Ghost Blitz, the frequency that players experience a task switching cost predicted the reduction in self-reported fun
(3/3) ⛔
Combining experimental design with game design enables the empirical validation of choices made by commercial games. In Ghost Blitz, the frequency that players experience a task switching cost predicted the reduction in self-reported fun
(3/3) ⛔
This research shows how the constraint of task switching is hidden in the card game Ghost Blitz. Surface characteristics are important as the game is more fun and performance faster with the commercial stimuli compared to a ‘experiment-like’ format
(2/3) 👇
This research shows how the constraint of task switching is hidden in the card game Ghost Blitz. Surface characteristics are important as the game is more fun and performance faster with the commercial stimuli compared to a ‘experiment-like’ format
(2/3) 👇
Combining experimental design with game design enables the empirical validation of choices made by commercial games. In Ghost Blitz, the frequency that players experience a task switching cost predicted the reduction in self-reported fun.
Combining experimental design with game design enables the empirical validation of choices made by commercial games. In Ghost Blitz, the frequency that players experience a task switching cost predicted the reduction in self-reported fun.
This research shows how the constraint of task switching is hidden in the card game Ghost Blitz. Surface characteristics are important as the game is more fun and performance faster with the commercial stimuli compared to a ‘experiment-like’ format
This research shows how the constraint of task switching is hidden in the card game Ghost Blitz. Surface characteristics are important as the game is more fun and performance faster with the commercial stimuli compared to a ‘experiment-like’ format
Time for a Takoyaki teaser?
Time for a Takoyaki teaser?
scottnicholson.com/pubs/stateof...
scottnicholson.com/pubs/stateof...