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Entertainment Computing

ISSN: 1875-9521

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Datasets associated with articles published in Entertainment Computing

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1970
2024
1970 2024
3 results
  • Data for: Improving video game project scope decisions with data: An analysis of achievements and game completion rates
    The data set used in the research for the paper titled: Improving video game project scope decisions with data: An analysis of achievements and game completion rates. Product and achievement data for video games sold through Valve Corporation's PC video game platform Steam was compiled, and "game completion" achievements were evaluated by hand for a random sample chosen from the video games listed. For the purposes of the research, only video games up through the year 2016 were evaluated. Entries with "completion rates" also include relevant data from Sergey Galyonkin's SteamSpy service, and "xPaw" and "Marlamin"'s SteamDB service.
    • Dataset
  • Data for: Specification and Evaluation of an Assessment Engine for Educational Games: Empowering Educators with an Assessment Editor and a Learning Analytics Dashboard
    Questionnaires and tutorials used in evaluation of EngAGe (an Engine for Assessment in Games) with educators.
    • Dataset
  • Impact of Explicit Mental Health Messages
    Serious games aimed at promoting well-being in youth have promising effects and potential for far-reaching impact. Considering that most mental health disorders remain untreated in youth, therapeutic games may be most valuable when they are aimed at untreated youth with internalizing symptoms. However, when targeting youth outside of a clinical setting, the first impression of therapeutic video games may determine whether and how a game is played. Thus, understanding the influence of messaging used in the promotion of therapeutic games on game choice and experience is critical. The current study examined two alternatives in promoting mental health games: one included explicit mental health messaging (e.g., learn to manage stress) and the other was a stealth promotion that did not mention mental health but highlighted the entertainment value. Young adults (n = 129, Mage = 21.33, SDage = 3.20) with mild to severe internalizing mental health symptoms (i.e., depressive, anxiety, and stress symptoms) were shown two distinct trailer designs, with random assignment determining which design held which message. In addition, we assessed motivation to change, emotion mindset, stress mindset, and game engagement to examine their interaction with mental health messaging.
    • Dataset