ABSTRACT

The technological transformation of leisure, and the increasing use of computers in education and the home, pose a number of questions relating to the psychological impact of computing. An understanding of the phenomenology of computer use in educational and leisure contexts is an important step in the development and evaluation of software, games and simulations. Understanding the structural characteristics of enjoyable, intrinsically motivated computer use is an important means of incorporating a sense of fun and enjoyment into educational software, and using games and simulations as media for learning.