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Article: How Does Competition Help Future Learning in Serious Games? An Exploratory Study in Learning Search Engine Optimization

TitleHow Does Competition Help Future Learning in Serious Games? An Exploratory Study in Learning Search Engine Optimization
Authors
KeywordsCompetition
Perceived control
Perceived challenge
Game-based learning
Issue Date2019
PublisherJournal of Information Systems Education. The Journal's web site is located at http://jise.org
Citation
Journal of Information Systems Education, 2019, v. 30 n. 3, p. 167-177 How to Cite?
AbstractSerious games, many of which are multi-player games, have been commonly used in information technology education and training. Competition can be intuitively associated with games; however, it is not always considered as a necessary attribute of serious games. Particularly, the learning impact results of competition are mixed. Challenge and control are two game attributes that are highly relevant to competition. With the use of a multi-player serious game, SEO War, this study aims to explore the relationships among competition, perceived control, perceived challenge, and self-efficacy in a game-based learning environment. Particularly, it investigates whether competition leads to self-efficacy. It also examines whether perceived challenge and perceived control mediate the relationship between competition and self-efficacy in serious games. This study contributes to the expanding literature on selecting important attributes for serious games, and it advances our understanding of the mechanism of how competition leads to self-efficacy. Moreover, it will help game designers decide on important game attributes through which games can be enhanced.
Persistent Identifierhttp://hdl.handle.net/10722/279421
ISSN
2020 SCImago Journal Rankings: 0.322

 

DC FieldValueLanguage
dc.contributor.authorLEE, PTY-
dc.contributor.authorLui, RWC-
dc.contributor.authorChau, M-
dc.date.accessioned2019-11-01T07:17:02Z-
dc.date.available2019-11-01T07:17:02Z-
dc.date.issued2019-
dc.identifier.citationJournal of Information Systems Education, 2019, v. 30 n. 3, p. 167-177-
dc.identifier.issn1055-3096-
dc.identifier.urihttp://hdl.handle.net/10722/279421-
dc.description.abstractSerious games, many of which are multi-player games, have been commonly used in information technology education and training. Competition can be intuitively associated with games; however, it is not always considered as a necessary attribute of serious games. Particularly, the learning impact results of competition are mixed. Challenge and control are two game attributes that are highly relevant to competition. With the use of a multi-player serious game, SEO War, this study aims to explore the relationships among competition, perceived control, perceived challenge, and self-efficacy in a game-based learning environment. Particularly, it investigates whether competition leads to self-efficacy. It also examines whether perceived challenge and perceived control mediate the relationship between competition and self-efficacy in serious games. This study contributes to the expanding literature on selecting important attributes for serious games, and it advances our understanding of the mechanism of how competition leads to self-efficacy. Moreover, it will help game designers decide on important game attributes through which games can be enhanced.-
dc.languageeng-
dc.publisherJournal of Information Systems Education. The Journal's web site is located at http://jise.org-
dc.relation.ispartofJournal of Information Systems Education-
dc.subjectCompetition-
dc.subjectPerceived control-
dc.subjectPerceived challenge-
dc.subjectGame-based learning-
dc.titleHow Does Competition Help Future Learning in Serious Games? An Exploratory Study in Learning Search Engine Optimization-
dc.typeArticle-
dc.identifier.emailChau, M: mchau@business.hku.hk-
dc.identifier.authorityChau, M=rp01051-
dc.description.naturelink_to_OA_fulltext-
dc.identifier.hkuros308356-
dc.identifier.volume30-
dc.identifier.issue3-
dc.identifier.spage167-
dc.identifier.epage177-
dc.publisher.placeUnited States-
dc.identifier.issnl1055-3096-

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