Rethinking dynamic difficulty adjustment for video game design
Read MoreEmploying Gamification-Incentive-Feedback (GIF) Model in Enhancing Classroom Learning Experience
Read MoreComparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand
Read MoreAchievers, explorers, wanderers, and intellectuals: Educational interaction in a Minecraft open-world action-adventure game
Read MoreAnalysis of the Needs of Games-Based Interactive Learning Media on Scale and Dena Materials in Elementary Schools
Read MoreBelievability 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
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