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Publication search results
found 3,364 matches
- 2025
- Joan Arnedo-Moreno, David García-Solórzano:
Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners. Entertain. Comput. 52: 100850 (2025) - Amogh Joshi, Christos Mousas, Samin Shahriar Tokey, Dominic Kao:
Exploring player agency in educational video games. Entertain. Comput. 52: 100754 (2025) - Jia Liu:
Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis. Entertain. Comput. 52: 100884 (2025) - 2024
- Mine Arai, Koki Tejima, Yuya Yamada, Takayuki Miura, Kyosuke Yamashita, Chihiro Kado, Rei Shimizu, Masataka Tatsumi, Naoto Yanai, Goichiro Hanaoka:
REN-A.I.: A Video Game for AI Security Education Leveraging Episodic Memory. IEEE Access 12: 47359-47372 (2024) - Modar Hassan, Maxwell Kennard, Seiji Yoshitake, Karlos Ishac, Shion Takahashi, SunKyoung Kim, Takashi Matsui, Masakazu Hirokawa, Kenji Suzuki:
Augmenting the Sense of Social Presence in Online Video Games Through the Sharing of Biosignals. IEEE Access 12: 98977-98989 (2024) - Viktor Dénes Huszár, Vamsi Kiran Adhikarla:
Securing Phygital Gameplay: Strategies for Video-Replay Spoofing Detection. IEEE Access 12: 52282-52301 (2024) - Carlos Merino-Campos, Héctor del Castillo, Isabel Pascual-Gómez:
Exploring the efficacy of video game training in developing adolescent reasoning abilities. Behav. Inf. Technol. 43(4): 651-662 (2024) - Ana Nieto-Vieites, Sabela C. Mallo, Lucia Pérez-Blanco, Alba Felpete-López, Cristina Lojo-Seoane, David Facal, Onésimo Juncos-Rabadán, Arturo X. Pereiro:
A narrative video game for adults with subjective and objective cognitive impairment. Design and preliminary results on user-interaction and efficacy. Behav. Inf. Technol. 43(8): 1518-1530 (2024) - M. Marie Devlin, Morgan E. Ellithorpe, Erin Oittinen:
Gender Moderates the Relationship Between Avatar Customization and Enjoyment in Popular Video Games. Cyberpsychology Behav. Soc. Netw. 27(3): 227-231 (2024) - Elena Del Fante, Francesca Piovesan, Pietro Sarasso, Paolo Barbieri, Maria-Chiara Villa, Katiuscia Sacco, Irene Ronga:
Virtual Social Interaction in a Multiplayer-Online Video Game Increases Implicit Learning: An EEG Study. Cyberpsychology Behav. Soc. Netw. 27(8): 599-605 (2024) - Zack Carpenter, David DeLiema:
Linking epistemic stance and problem-solving with self-confidence during play in a puzzle-based video game. Comput. Educ. 216: 105042 (2024) - David Lacko, Hana Machácková, David Smahel:
Does violence in video games impact aggression and empathy? A longitudinal study of Czech adolescents to differentiate within- and between-person effects. Comput. Hum. Behav. 159: 108341 (2024) - Janni Leung, John B. Saunders, Daniel Stjepanovic, Calvert Tisdale, Caitlin McClure-Thomas, Jason Connor, Matthew Gullo, Andrew P. Wood, Gary Chung Kai Chan:
Extended hours of video game play and negative physical symptoms and pain. Comput. Hum. Behav. 155: 108181 (2024) - Pavel Tikhonov, Anatoliy Levchuk, Artem G. Trufanov, Aleksandr Yu. Efimtsev, Mikhail Zubkov:
Addiction-like alterations of brain activity in recreational video gamers detected via the cue-reactivity fMRI experiment. Comput. Hum. Behav. 152: 108052 (2024) - Leon Y. Xiao, Philip Newall, Richard J. E. James:
To screen, or not to screen: An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity. Comput. Hum. Behav. 151: 108019 (2024) - Noemí Merayo, Rosalía Cotelo, Rocío Carratalá-Sáez, Francisco J. Andújar:
Applying machine learning to assess emotional reactions to video game content streamed on Spanish Twitch channels. Comput. Speech Lang. 88: 101651 (2024) - Dan Cooke, Angus M. Marshall:
Money laundering through video games, a criminals' playground. Forensic Sci. Int. Digit. Investig. 50: 301802 (2024) - Man-Je Kim, Donghyeon Lee, Jun Suk Kim, Chang Wook Ahn:
Surrogate-assisted Monte Carlo Tree Search for real-time video games. Eng. Appl. Artif. Intell. 133: 108152 (2024) - Laura Climent, Alessio Longhi, Alejandro Arbelaez, Maurizio Mancini:
A framework for designing Reinforcement Learning agents with Dynamic Difficulty Adjustment in single-player action video games. Entertain. Comput. 50: 100686 (2024) - Omid Ghasemi, Mohammad Abooyee, Somayeh Labafi, Mansour Shirzad:
The role of video games in enhancing managers' strategic thinking and cognitive abilities: An experiential survey. Entertain. Comput. 50: 100694 (2024) - Zhixing Guo, Ruck Thawonmas, Xiangshi Ren:
Rethinking dynamic difficulty adjustment for video game design. Entertain. Comput. 50: 100663 (2024) - Faranak Khodakarami, Yoones A. Sekhavat, Fereshteh Alizadeh:
Evergreen: An existential video game to increase the indices associated with existential thinking in the audience. Entertain. Comput. 50: 100679 (2024) - Yue Li, Endong Wang:
Construction of personalized recommendation model for educational video game resources based on knowledge graph. Entertain. Comput. 50: 100660 (2024) - Paulo Rita, João Guerreiro, Ricardo Ramos, Ricardo G. Caetano:
The role of microtransactions in impulse buying and purchase intention in the video game market. Entertain. Comput. 50: 100693 (2024) - Jaïmy Dos Santos, Terence Figuireido, Charles-Etienne Benoît, Elodie Chaplais:
Physical and/or cognitive warm-up effects on first-person shooter video-games performances. Entertain. Comput. 49: 100618 (2024) - Louise H. Trudgett-Klose, Sarven S. McLinton:
"Pro Gamers" & Cyberbullying: Workplace bullying & sexual harassment in professional video gaming. Entertain. Comput. 50: 100702 (2024) - William M. Volckmann:
Consumer and critic reception of video game platforms: Trends from 2002-2022. Entertain. Comput. 48: 100599 (2024) - Antonia Wurm, Jeffrey Wimmer:
The role of self-perception, media practices and synchronicity in the production of commented gameplay videos. Entertain. Comput. 49: 100622 (2024) - Gaia Amadori:
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games. Games Cult. 19(5): 551-570 (2024) - Sky LaRell Anderson:
Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility. Games Cult. 19(5): 571-586 (2024)
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