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Evaluations of an Experiential Gaming Model: The Realgame Case

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AACE Award Kiili, K. & Lainema, T. (2006). Evaluations of an Experiential Gaming Model: The Realgame Case. In E. Pearson & P. Bohman (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006 (pp. 2343-2350). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/23336.

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Conference Information

EDMEDIA

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006
June 2006
ISBN 1-880094-60-6
  Elaine Pearson & Paul Bohman
AACE

More Information on EDMEDIA

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Authors

Kristian Kiili, Tampere University of Technology, Pori, Finland; Timo Lainema, Turku School of Economics and Business Administration, Finland

Abstract

This paper examines the experiences of university students (N = 92) who participated in a business simulation game session. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model aimed to support the design of educational games. Additionally, the study aims to operationalize the flow construct in an educational game context and to test the constructed GameFlow questionnaire. Results indicated that the flow antecedents studied contributed to flow experience and should be considered in educational game design. Furthermore, the results provided some baseline evidence for the assumption that flow experience has a positive impact on learning and exploratory behaviour. Overall, these results indicate that experiential gaming model is a useful framework to study gaming experience and can be utilized in educational game design.

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