Believability Assessment and Modelling in Video Games
Read MoreMoral disengagement and empathy in cyberbullying: how they are related in reflection activities about a serious game
Read MoreEvaluating the Usability of a Gamified Virtual Course Designed to Teach Cultural Heritage
Read MoreGame on for learning: a holistic exploration of Gamification’s impact on student engagement and academic performance in educational environments
Read MoreRegistered Report Evidence Suggests No Relationship Between Objectively Tracked Video Game Playtime and Well-Being Over 3 Months
Read MoreExploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries
Read MoreEffects of industrial design properties of game controllers on player experience
Read MoreSurveyor: Facilitating Discovery Within Video Games for Blind and Low Vision Players
Read MoreAPAR: A Structural Design and Guidance Framework for Gamification in Education
Read MoreLeveling up fun: Learning progress, achievement, and expectations influence enjoyment in video games
Read MoreWays Of Using Gamification As A Technology Constituting An Educational Environment
Read MoreResearch the experience of using gamification in corporate learning
Read MoreResearch on the Mechanism of Usage Continuance Intention in Green Gamification System
Read MoreThe design of Digital Educational Escape Rooms in Higher Education
Read MoreAdapting player styles to enhance learning and retention in high school science education
Read MoreRoleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency
Read MoreLet’s Talk Games: An Expert Exploration of Speech Interaction with NPCs
Read MorePlaying on Hard Mode: Accessibility, Dificulty, and Joy in Video Game Adoption for Gamers with Disabilities
Read MoreWhy Do We Play? A Content Analytic Exploration Of Gaming Motivations From A Uses And Gratifications Perspective
Read MoreCards Against Humanity and Mechanics, Dynamics, Aesthetics
Read More