Anti-smoking educational game using avatars as visualized possible selves.
Hayeon SongJihyun KimRemi J. KwonYounbo JungPublished in: Comput. Hum. Behav. (2013)
Keyphrases
- educational games
- virtual world
- virtual environment
- video games
- learning tools
- computer games
- online game
- game design
- foreign language
- game based learning
- serious games
- game play
- virtual reality
- multi user
- user centered
- smoking cessation
- educational tools
- simulation game
- virtual characters
- children learn
- user interface design
- end users
- conducted an empirical study
- multimedia