Relationship Between the Motives for Gaming and Subjective Well-being of University Students by Duration of Game Playing.
Masanori FukuiMasakatsu KurodaHiroaki OhdachiYuji SasakiPublished in: SeGAH (2023)
Keyphrases
- university students
- game playing
- learning outcomes
- multi player
- game players
- video games
- game based learning
- game play
- computer games
- mobile learning
- general game playing
- learning experience
- game tree search
- tic tac toe
- opponent modeling
- learning processes
- learning environment
- temporal difference learning
- educational games
- collaborative learning
- learning styles
- game tree
- world class
- questionnaire survey
- imperfect information
- perceived usefulness
- pedagogical agents
- game design
- attitudes toward
- virtual environment
- mobile phone
- digital games
- higher education
- online game
- monte carlo
- board game
- statistically significant
- adventure game
- serious games
- software engineering
- digital game based learning
- quantitative and qualitative