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The effect of a more knowledgeable other on resilience while playing single-player puzzle video games
Conference paper   Open access

The effect of a more knowledgeable other on resilience while playing single-player puzzle video games

M. Pusey, K.W. Wong and N.A. Rappa
28th International Conference on Computers in Education (ICCE) 2020 (Virtual, 23/11/2020–27/11/2020)
2020
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Abstract

Resilience refers to a person's mental ability to adaptively deal with challenges in life. Video games (both commercial games and serious games) have been used as effective resilience interventions. There is some evidence that commercial puzzle video games could increase resilience as they involve overcoming frustration to succeed. This research explores if single-player commercial puzzle video games can be used as an effective intervention to improve resilience. Participants were adolescents who attended an after-school club for 8-10 weeks. This paper presents the case studies of two club participants and their gameplay experiences. Data was collected through surveys, interviews, gameplay recordings and journals. In both case studies the participants both give and receive guidance and support from others. Having a 'more knowledgeable other' present while playing a challenging game helped participants deal with frustration and persevere. This paper provides a first step towards exploring the relationship between puzzle video game play, resilience and social support from others.

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This output has contributed to the advancement of the following goals:

#4 Quality Education

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