@inproceedings{97162c4d49854f4093526a1a8090eb1e,
title = "Thinking as a pleasure: Tactics to design digital educational games from the perspective of board games",
abstract = "Board games provide players with not only pleasure but also thinking. More specifically, it is observed that digital games tend to ask players to make quick judgment, demanding less consideration, while board games allow players to think more thoroughly in reasonable time. For this reason, this paper attempts to capture the features of board games, from which most modern digital games originate. When designing digital educational games, designers may consider the features so that players can have both pleasure and opportunities for thinking. Finally, this paper also suggests three design tactics to design digital educational games.",
keywords = "Board games, Choices, Digital educational games",
author = "Cheng, {Hercy N.H.}",
year = "2014",
language = "English",
series = "Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014",
publisher = "Asia-Pacific Society for Computers in Education",
pages = "585--590",
editor = "Thepchai Supnithi and Kong, {Siu Cheung} and Ying-Tien Wu and Tomoko Kojiri and Chen-Chung Liu and Hiroaki Ogata and Akihiro Kashihara",
booktitle = "Workshop Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014",
note = "22nd International Conference on Computers in Education, ICCE 2014 ; Conference date: 30-11-2014 Through 04-12-2014",
}