Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Is There Cognitive Engagement When They Comment ‘Haha’: A Dynamic Analysis of Cognitive and Emotional Engagement in Game Video Comments

  • Conference paper
  • First Online:
Games and Learning Alliance (GALA 2024)

Abstract

Enhancing students’ emotional involvement and enjoyment is key to improving their concentration and educational outcomes in game-based learning (GBL), which is widely recognised as a benefit of this approach. However, concerns remain about students becoming overly immersed, which could lead them to stray from the learning goals of GBL. This study utilises Cross-recurrence quantification analysis (CRQA) to investigate the dynamic relationship between cognitive and emotional engagement in GBL settings. Fifty participants watched two Minecraft gameplay videos and engaged in cognitive tasks that involved identifying creative gameplay behaviours. The timesync comments technology was used to record students’ timed responses. After categorising these comments into cognitive or emotional engagements using Content Analysis, CRQA was used to explore these engagements. Findings revealed a high synchronicity in cognitive and emotional engagement across both videos. The second video, notable for its exaggerated narration and imaginative gameplay, triggered more frequent recurring emotional and cognitive states, indicating a pattern of more consistent engagement. The study discusses how to balance cognitive and emotional stimulation when designing serious games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 119.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 139.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. G2A: Educators Turn to Gaming to Enable Pandemic Learning, https://www.g2a.co/educators-turn-to-gaming-to-enable-pandemic-learning-study-commissioned-by-g2a-com-finds/. Accessed 16 July 2024

  2. Kiili, K., Ketamo, H.: Evaluating cognitive and affective outcomes of a digital game-based math test. IEEE Trans. Learn. Technol. 11(2), 255–263 (2017)

    Article  Google Scholar 

  3. Ge, X., Ifenthaler, D.: Designing engaging educational games and assessing engagement in game-based learning. In: Gamification in Education: Breakthroughs in Research and Practice, pp. 1–19. IGI Global (2018)

    Google Scholar 

  4. Franceschini, S., Bertoni, S., Lulli, M., Pievani, T., Facoetti, A.: Short-term effects of video-games on cognitive enhancement: the role of positive emotions. J. Cogn. Enhancement, 1–18 (2022)

    Google Scholar 

  5. Cheng, M.T., Huang, W.Y., Hsu, M.E.: Does emotion matter? An investigation into the relationship between emotions and science learning outcomes in a game-based learning environment. Br. J. Edu. Technol. 51(6), 2233–2251 (2020)

    Article  Google Scholar 

  6. Greipl, S., et al.: When the brain comes into play: neurofunctional correlates of emotions and reward in game-based learning. Comput. Hum. Behav. 125, 106946 (2021)

    Google Scholar 

  7. Rieber, L.P., Noah, D.: Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning. Educ. Media Int. 45(2), 77–92 (2008)

    Article  Google Scholar 

  8. Sawyer, R.K., Henriksen, D.: Explaining Creativity: The Science of Human Innovation. Oxford University Press (2012)

    Google Scholar 

  9. Plass, J.L., Kaplan, U.: Emotional design in digital media for learning. In: Emotions, Technology, Design, and Learning, pp. 131–161. Academic Press (2016)

    Google Scholar 

  10. Shoemaker, S.J., Wolf, M.S., Brach, C.: The patient education materials assessment tool (PEMAT) and user’s guide. https://www.ahrq.gov/health-literacy/patient-education/pemat.html. Accessed 16 July 2024

  11. Du Bois, J.W.: The stance triangle. Stancetaking Discourse Subjectivity Eval. Interact. 164(3), 139–182 (2007)

    Article  Google Scholar 

  12. Sundararajan, L., Ting, R.S.-K., Hsieh, S.-K., Kim, S.-H.: Religion, cognition, and emotion: what can automated text analysis tell us about culture? Hum. Psychol. 50(2), 213–233 (2022)

    Google Scholar 

  13. Lutz, B., Adam, M., Feuerriegel, S., Pröllochs, N., Neumann, D.: Which linguistic cues make people fall for fake news? A comparison of cognitive and affective processing. Proc. ACM Hum. Comput. Interact. 8(CSCW1), 1–22 (2024)

    Article  Google Scholar 

  14. Wallot, S.: Multidimensional cross-recurrence quantification analysis (MdCRQA)–a method for quantifying correlation between multivariate time-series. Multivar. Behav. Res.. Behav. Res. 54(2), 173–191 (2019)

    Article  Google Scholar 

  15. Gao, N., Shao, W., Rahaman, M.S., Salim, F.D.: N-gage: predicting in-class emotional, behavioural and cognitive engagement in the wild. Proc. ACM Interact. Mobile Wearable Ubiquitous Technol. 4(3), 1–26 (2020)

    Google Scholar 

  16. Wallot, S., Leonardi, G.: Analyzing multivariate dynamics using cross-recurrence quantification analysis (CRQA), diagonal-cross-recurrence profiles (DCRP), and multidimensional recurrence quantification analysis (MDRQA)–a tutorial in R. Front. Psychol. 9, 2232 (2018)

    Article  Google Scholar 

  17. Main, A., Paxton, A., Dale, R.: An exploratory analysis of emotion dynamics between mothers and adolescents during conflict discussions. Emotion 16(6), 913 (2016)

    Article  Google Scholar 

  18. Lei, H., Wang, C., Chiu, M.M., Chen, S.: Do educational games affect students’ achievement emotions? Evidence from a meta-analysis. J. Comput. Assist. Learn.Comput. Assist. Learn. 38(4), 946–959 (2022)

    Article  Google Scholar 

  19. Luo, J., Yu, R.: Follow the heart or the head? The interactive influence model of emotion and cognition. Front. Psychol. 6, 573 (2015)

    Article  Google Scholar 

  20. Park, B., Brünken, R.: The rhythm method: a new method for measuring cognitive load—an experimental dual-task study. Appl. Cogn. Psychol.Cogn. Psychol. 29(2), 232–243 (2015)

    Article  Google Scholar 

  21. Abdul Jabbar, A.I., Felicia, P.: Gameplay engagement and learning in game-based learning: a systematic review. Rev. Educ. Res. 85(4), 740–779 (2015)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jiayi Cen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2025 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Cen, J., McIntyre, N., Bokhove, C. (2025). Is There Cognitive Engagement When They Comment ‘Haha’: A Dynamic Analysis of Cognitive and Emotional Engagement in Game Video Comments. In: Schönbohm, A., et al. Games and Learning Alliance. GALA 2024. Lecture Notes in Computer Science, vol 15348. Springer, Cham. https://doi.org/10.1007/978-3-031-78269-5_9

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-78269-5_9

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-78268-8

  • Online ISBN: 978-3-031-78269-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics