Journal articles on the topic 'Avatar-based game'
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.
Full textSong, Doo Heon, and Seunghun Lee. "Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 3 (2021): 2393. http://dx.doi.org/10.11591/ijece.v11i3.pp2393-2398.
Full textBrown, Donald E., Anne Moenning, Stephanie Guerlain, Benton Turnbull, Daniel Abel, and Christine Meyer. "Design and evaluation of an avatar-based cultural training system." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 16, no. 2 (2018): 159–74. http://dx.doi.org/10.1177/1548512918807593.
Full textDoo, Heon Song, and Lee Seunghun. "Character attachment in team-based first person shooter game with respect to the role in the combat among Korean young gamers." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 3 (2021): 2393–98. https://doi.org/10.11591/ijece.v11i3.pp2393-2398.
Full textFadzli, Fazliaty Edora, Ajune Wanis Ismail, Muhammad Anwar Ahmad, and Jun Xiang Huam. "3D Avatar Customizer for Multiplayer Endless Runner Game." International Journal of Innovative Computing 15, no. 1 (2025): 29–35. https://doi.org/10.11113/ijic.v15n1.496.
Full textRuiz-Rodriguez, Aurora, Marijne Wijkstra, and Edwin van Asseldonk. "Analysis of 3D virtual avatars for video game experience." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2021): 41. http://dx.doi.org/10.47756/aihc.y6i1.85.
Full textВ.В., Вяхирева, та Демарева В.А. "ВОПЛОЩЕНИЕ В АВАТАРЕ: ТЕОРЕТИЧЕСКИЕ ПОДХОДЫ К АНАЛИЗУ ВЗАИМОСВЯЗИ ИГРОКА И ЕГО АВАТАРА". Вестник психофизиологии, № 3 (7 листопада 2024): 80–83. http://dx.doi.org/10.34985/u4049-9225-6648-q.
Full textCheng, Po-Hsun, Li-Wei Chen, and Chia-Hsuan Lin. "A Customizable No-Code Realistic Motion Editor for VRM-Based Avatars." Sustainability 15, no. 2 (2023): 1182. http://dx.doi.org/10.3390/su15021182.
Full textHarari, Gabriella M., Lindsay T. Graham, and Samuel D. Gosling. "Personality Impressions of World of Warcraft Players Based on Their Avatars and Usernames." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (2015): 58–73. http://dx.doi.org/10.4018/ijgcms.2015010104.
Full textArita, Daisaku, and Rin-Ichiro Taniguchi. "Real-time Human Proxy: An Avatar-based Communication System." JUCS - Journal of Universal Computer Science 13, no. (2) (2007): 161–76. https://doi.org/10.3217/jucs-013-02-0161.
Full textGreen, Raquel, Paul H. Delfabbro, and Daniel L. King. "Player-avatar interactions in habitual and problematic gaming: A qualitative investigation." Journal of Behavioral Addictions 10, no. 2 (2021): 223–33. http://dx.doi.org/10.1556/2006.2021.00038.
Full textKristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.
Full textSegaran, Kogilathah, Ahmad Zamzuri Mohamad Ali, and Tan Wee Hoe. "Does avatar design in educational games promote a positive emotional experience among learners?" E-Learning and Digital Media 18, no. 5 (2021): 422–40. http://dx.doi.org/10.1177/2042753021994337.
Full textTurkay, Selen, and Charles K. Kinzer. "The Effects of Avatar-Based Customization on Player Identification." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (2014): 1–25. http://dx.doi.org/10.4018/ijgcms.2014010101.
Full textDunn, Robert Andrew, and Rosanna Guadagno. "Who Are You Online?" International Journal of Cyber Behavior, Psychology and Learning 9, no. 3 (2019): 15–31. http://dx.doi.org/10.4018/ijcbpl.2019070102.
Full textChan, Tina, Robert P. Gauthier, Ally Suarez, Nicholas F. Sia, and James R. Wallace. "Merlynne." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–23. http://dx.doi.org/10.1145/3474677.
Full textDechant, Martin Johannes, Max V. Birk, Youssef Shiban, Knut Schnell, and Regan L. Mandryk. "How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–27. http://dx.doi.org/10.1145/3474675.
Full textJin, Seung-A. Annie. "Self-Discrepancy and Regulatory Fit in Avatar-Based Exergames." Psychological Reports 111, no. 3 (2012): 697–710. http://dx.doi.org/10.2466/06.07.21.pr0.111.6.697-710.
Full textKim, Byung-Cheol, and Chang Hyun Roh. "Design of an Avatar Assembly System based on a Commercial Game Engine." Journal of Digital Convergence 14, no. 12 (2016): 489–94. http://dx.doi.org/10.14400/jdc.2016.14.12.489.
Full textRice, Mark, Ranieri Yung Ing Koh, and Jamie Ng. "Investigating gesture-based avatar game representations in teenagers, younger and older adults." Entertainment Computing 12 (January 2016): 40–50. http://dx.doi.org/10.1016/j.entcom.2015.10.004.
Full textReay, Emma. "Cute, cuddly and completely crushable: Plushies as avatars in video games." Journal of Gaming & Virtual Worlds 13, no. 2 (2021): 131–49. http://dx.doi.org/10.1386/jgvw_00033_1.
Full textTomlinson, Christine. "Agency, consent and trauma: How narrative shapes player experiences in Baldur’s Gate 3." Journal of Gaming & Virtual Worlds 17, no. 1 (2025): 73–90. https://doi.org/10.1386/jgvw_00116_1.
Full textStefan, Andrei, Joshi Milin, ChandrakantRudani, Shah Ankur, and BharatkumarTejwani. "BRAIN Journal - Modeling, Designing, and Implementing an Avatar-based Interactive Map." BRAIN - Broad Research in Artificial Intelligence and Neuroscience 7, no. 1 (2016): 50–60. https://doi.org/10.5281/zenodo.1044245.
Full textChua, Alton, and Radhika Balkunje. "An Exploratory Study of Game-based M-learning for Software Project Management." JUCS - Journal of Universal Computer Science 18, no. (14) (2012): 1933–49. https://doi.org/10.3217/jucs-018-14-1933.
Full textShri, Akshayaa Raaja, S. Kamalee, B. Rahul, and S. R. Menaka. "Fine Motor Therapy Using Avatar-based AI for Autistic Children (Virtual Reality)." International Academic Journal of Science and Engineering 9, no. 1 (2022): 11–17. http://dx.doi.org/10.9756/iajse/v9i2/iajse0908.
Full textDelahaye, Mathias, Olaf Blanke, Ronan Boulic, and Bruno Herbelin. "Avatar error in your favor: Embodied avatars can fix users’ mistakes without them noticing." PLOS ONE 18, no. 1 (2023): e0266212. http://dx.doi.org/10.1371/journal.pone.0266212.
Full textMohd Bazid, Noor Izdhora, Suzana Ahmad, Norizan Mat Diah, and Siti Sabariah Buhari. "Exploring Common Game Elements in Serious Game Interventions for Health and Obesity Awareness in Children: A Systematic Review." International Journal of Emerging Technologies in Learning (iJET) 19, no. 04 (2024): 17–32. http://dx.doi.org/10.3991/ijet.v19i04.48005.
Full textDelaney, Rebecca K., Alexander J. Alexander, Ian Lindsay, et al. "78 Empowering Patients with Congenital Heart Disease: Insights into Serious Video Game Preferences." Journal of Clinical and Translational Science 8, s1 (2024): 20–21. http://dx.doi.org/10.1017/cts.2024.79.
Full textRoedavan, Rickman, Bambang Pudjoatmodjo Pudjoatmodjo, and Yahdi Siradj. "Pengembangan Platform Metaversity Berbasis Digital Game-Based Learning Studi Kasus: Pembelajaran Bahasa Inggris." INSERT : Information System and Emerging Technology Journal 4, no. 2 (2023): 133–42. http://dx.doi.org/10.23887/insert.v4i2.68289.
Full textSyeda Binish Zahra, Syeda Binish Zahra. "Effects of Emotions in Cognitive Based Game." International Journal for Electronic Crime Investigation 3, no. 3 (2019): 9. http://dx.doi.org/10.54692/ijeci.2020.030339.
Full textSyeda Binish Zahra, Syeda Binish Zahra. "Effects of Emotions in Cognitive Based Game." International Journal for Electronic Crime Investigation 3, no. 3 (2019): 9. http://dx.doi.org/10.54692/ijeci.2019.030339.
Full textConsalvo, Mia, Thorsten Busch, and Carolyn Jong. "Playing a Better Me: How Players Rehearse Their Ethos via Moral Choices." Games and Culture 14, no. 3 (2016): 216–35. http://dx.doi.org/10.1177/1555412016677449.
Full textDuan, Hao-Bin, Miao Wang, Jin-Chuan Shi, Xu-Chuan Chen, and Yan-Pei Cao. "BakedAvatar: Baking Neural Fields for Real-Time Head Avatar Synthesis." ACM Transactions on Graphics 42, no. 6 (2023): 1–17. http://dx.doi.org/10.1145/3618399.
Full textMac, an Airchinnigh Mícheál, Kalina Sotirova, and Yaşar Tonta. "Digital re-discovery of culture game of inquiry & the physicality of soul." Review of the National Center for Digitization 9 (January 1, 2006): 19–37. https://doi.org/10.5281/zenodo.376817.
Full textMystakidis, Stylianos, and Eleni Berki. "The Case of Literacy Motivation." International Journal of Web-Based Learning and Teaching Technologies 13, no. 1 (2018): 64–79. http://dx.doi.org/10.4018/ijwltt.2018010105.
Full textCavallero, Jonathan J. "Don(n)ing Italian American Ethnicity: Digital Space, Ethnic Performance, and Textual Evolution in The Godfather Video Game." Diasporic Italy Journal of the Italian American Studies Association 3 (October 1, 2023): 43–59. http://dx.doi.org/10.5406/27697738.3.04.
Full textJin, Seung-A. Annie, and Namkee Park. "Parasocial Interaction with My Avatar: Effects of Interdependent Self-Construal and the Mediating Role of Self-Presence in an Avatar-Based Console Game, Wii." CyberPsychology & Behavior 12, no. 6 (2009): 723–27. http://dx.doi.org/10.1089/cpb.2008.0289.
Full textvan der Veen, Susanne M., Alexander Stamenkovic, Megan E. Applegate, Samuel T. Leitkam, Christopher R. France, and James S. Thomas. "Effects of Avatar Perspective on Joint Excursions Used to Play Virtual Dodgeball: Within-Subject Comparative Study." JMIR Serious Games 8, no. 3 (2020): e18888. http://dx.doi.org/10.2196/18888.
Full textTantoni, Ahmad, Mohammad Taufan Asri Zaen, and Khairul Imtihan. "ANALISIS KEBUTUHAN KECEPATAN BANDWIDTH GAME ONLINE (Free fire, Mobile Legends, Pubg mobile)." Jurnal Informatika dan Rekayasa Elektronik 2, no. 2 (2019): 81. http://dx.doi.org/10.36595/jire.v2i2.122.
Full textFiorella, Logan, Shelbi Kuhlmann, and Jennifer J. Vogel-Walcutt. "Effects of Playing an Educational Math Game That Incorporates Learning by Teaching." Journal of Educational Computing Research 57, no. 6 (2018): 1495–512. http://dx.doi.org/10.1177/0735633118797133.
Full textLiu, Noreena Yi-Chin, and Gary Wills. "Designing Serious Game Metrics for Family Caregivers of People with Dementia." International Journal of Serious Games 9, no. 3 (2022): 81–114. http://dx.doi.org/10.17083/ijsg.v9i3.532.
Full textDamanhuri and Muhammad Wali. "How Does the Influence of Moral Values Affect Children's Use of Roblox in Character Education?" International Journal Education and Computer Studies (IJECS) 4, no. 3 (2024): 130–42. https://doi.org/10.35870/ijecs.v4i3.3627.
Full textGuingo, Estelle, David Paquin, Casey Côtes-Turpin, et al. "Customized Avatars In A Multiplatform Game On Mobile And Virtual Reality For Hospitalized Children In Hemato-Oncology: A Conceptual Design." International Journal of Virtual Reality 24, no. 1 (2024): 23–45. http://dx.doi.org/10.20870/ijvr.2024.24.1.7905.
Full textZarrad, Anis. "An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment." International Journal of Virtual Communities and Social Networking 8, no. 2 (2016): 12–27. http://dx.doi.org/10.4018/ijvcsn.2016040102.
Full textWang, Xianhui, Wanli Xing, and James M. Laffey. "Autistic youth in 3D game-based collaborative virtual learning: Associating avatar interaction patterns with embodied social presence." British Journal of Educational Technology 49, no. 4 (2018): 742–60. http://dx.doi.org/10.1111/bjet.12646.
Full textSakurai, Sho, Takumi Goto, Takuya Nojima, and Koichi Hirota. "Effect of the Opponent’s Appearance on Interpersonal Cognition that Affects User-to-User Relationship in Virtual Whole-Body Interaction." Journal of Robotics and Mechatronics 33, no. 5 (2021): 1029–42. http://dx.doi.org/10.20965/jrm.2021.p1029.
Full textBourscheid, Ana Paula. "A PESQUISA APLICADA E A UTILIZAÇÃO DE PURPOSEFUL GAMES NO DESENVOLVIMENTO DE PRODUTOS JORNALÍSTICOS INOVADORES." Revista UNINTER de Comunicação 11, no. 19 (2025): 5–24. https://doi.org/10.21882/ruc.v11i19.1004.
Full textBhattacharya, Pronaya, Ashwin Verma, Vivek Kumar Prasad, et al. "Game-o-Meta: Trusted Federated Learning Scheme for P2P Gaming Metaverse beyond 5G Networks." Sensors 23, no. 9 (2023): 4201. http://dx.doi.org/10.3390/s23094201.
Full textZarrad, Anis. "A Dynamic Platform for Developing 3D Facial Avatars in a Networked Virtual Environment." International Journal of Computer Games Technology 2016 (2016): 1–13. http://dx.doi.org/10.1155/2016/8489278.
Full textPachoulakis, Ioannis, Nikolaos Papadopoulos, and Anastasia Analyti. "Kinect-Based Exergames Tailored to Parkinson Patients." International Journal of Computer Games Technology 2018 (October 30, 2018): 1–14. http://dx.doi.org/10.1155/2018/2618271.
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