Journal articles on the topic 'Game immersion'
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Silva Bastos, Arthur, Renata Faria Gomes, Clemilson Costa dos Santos, and José Gilvan Rodrigues Maia. "Synesthesia: A Study on Immersive Features of Electronic Games." Journal on Interactive Systems 9, no. 2 (2018): 1. http://dx.doi.org/10.5753/jis.2018.700.
Full textLi, Elena Carolina, and Ding-Bang Luh. "Effect of game motivation on flow experience and companionship." Interaction Studies 18, no. 1 (2017): 95–115. http://dx.doi.org/10.1075/is.18.1.05li.
Full textOrtiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.
Full textGrimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.
Full textHafner, Manuela, and Jeroen Jansz. "The Players‘ Experience of Immersion in Persuasive Games." International Journal of Serious Games 5, no. 4 (2018): 63–79. http://dx.doi.org/10.17083/ijsg.v5i4.263.
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 textÖrtqvist, Daniel, and Mats Liljedahl. "Immersion and Gameplay Experience: A Contingency Framework." International Journal of Computer Games Technology 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/613931.
Full textNeiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.
Full textBarclay, Paul A., and Clint Bowers. "Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model." International Journal of Game-Based Learning 8, no. 1 (2018): 41–51. http://dx.doi.org/10.4018/ijgbl.2018010103.
Full textThompson, Meredith, Cigdem Uz-Bilgin, M. Shane Tutwiler, et al. "Immersion positively affects learning in virtual reality games compared to equally interactive 2d games." Information and Learning Sciences 122, no. 7/8 (2021): 442–63. http://dx.doi.org/10.1108/ils-12-2020-0252.
Full textCutting, Joe, Paul Cairns, and Gustav Kuhn. "Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features." Attention, Perception, & Psychophysics 82, no. 8 (2020): 3907–19. http://dx.doi.org/10.3758/s13414-020-02122-y.
Full textGeorgiou, Yiannis, Andri Ioannou, and Marianna Ioannou. "Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom." Multimodal Technologies and Interaction 3, no. 4 (2019): 68. http://dx.doi.org/10.3390/mti3040068.
Full textNyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.
Full textMartin, Noel, Matthew Draper, and Andy Lamey. "Justice." Teaching Philosophy 43, no. 3 (2020): 303–30. http://dx.doi.org/10.5840/teachphil202085125.
Full textWeber, Stefan, Fred W. Mast, and David Weibel. "Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction." International Journal of Gaming and Computer-Mediated Simulations 12, no. 4 (2020): 1–22. http://dx.doi.org/10.4018/ijgcms.2020100101.
Full textYeni, Sabiha, and Kursat Cagiltay. "A heuristic evaluation to support the instructional and enjoyment aspects of a math game." Program 51, no. 4 (2017): 406–23. http://dx.doi.org/10.1108/prog-07-2016-0050.
Full textLindley, Craig A., and Charlotte C. Sennersten. "Game Play Schemas: From Player Analysis to Adaptive Game Mechanics." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/216784.
Full textDuret, Christophe. "Les cadres de l’expérience vidéoludique et la distribution des ressources attentionnelles dans les jeux de rôle en ligne : une alternative à la notion d’immersion." Revista Contracampo, no. 29 (April 30, 2014): 84. http://dx.doi.org/10.22409/contracampo.v0i29.625.
Full textNaul, Emily, and Min Liu. "Why Story Matters: A Review of Narrative in Serious Games." Journal of Educational Computing Research 58, no. 3 (2019): 687–707. http://dx.doi.org/10.1177/0735633119859904.
Full textFazilah Hibadullah, Cik, Noraziah ChePa, Nur Azzah Abu Bakar, and Azham Hussain. "The Influence of Rewards on Perceptions, Competence, and Sensory and Imaginative Immersion of Malaysian Digital Traditional Games." International Journal of Engineering & Technology 7, no. 3.20 (2018): 484. http://dx.doi.org/10.14419/ijet.v7i3.20.20594.
Full textSoylucicek, Seza. "New generation console game technologies; Console game application supported with projection mapping." Global Journal of Arts Education 6, no. 4 (2017): 120–25. http://dx.doi.org/10.18844/gjae.v6i4.1827.
Full textRovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros, and Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game." Multimodal Technologies and Interaction 3, no. 4 (2019): 73. http://dx.doi.org/10.3390/mti3040073.
Full textKickmeier-Rust, Michael D., Elke Mattheiss, Christina Steiner, and Dietrich Albert. "A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games." International Journal of Game-Based Learning 1, no. 1 (2011): 45–58. http://dx.doi.org/10.4018/ijgbl.2011010104.
Full textMendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Full textJoyce, Kathryn E., Andy Lamey, and Noel Martin. "Teaching Philosophy through a Role-Immersion Game." Teaching Philosophy 41, no. 2 (2018): 175–98. http://dx.doi.org/10.5840/teachphil201851487.
Full textSousa, Caio Victor, Austin Fernandez, Jungyun Hwang, and Amy Shirong Lu. "The Effect of Narrative on Physical Activity via Immersion During Active Video Game Play in Children: Mediation Analysis." Journal of Medical Internet Research 22, no. 3 (2020): e17994. http://dx.doi.org/10.2196/17994.
Full textWeibel, David, and Bartholomäus Wissmath. "Immersion in Computer Games: The Role of Spatial Presence and Flow." International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.
Full textPark, Woo-Hyun, and Yun-Gyung Cheong. "CASH BATTLE GAME WITH IMMERSION USING AR." Far East Journal of Electronics and Communications 17, no. 6 (2017): 1569–73. http://dx.doi.org/10.17654/ec017061569.
Full textKato, Jin, Tasuku Igarashi, and Sachiko Kiyokawa. "Social Game Immersion, Attentional Control, and Narcissism." Proceedings of the Annual Convention of the Japanese Psychological Association 78 (September 10, 2014): 2AM—1–012–2AM—1–012. http://dx.doi.org/10.4992/pacjpa.78.0_2am-1-012.
Full textStrååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.
Full textLee, Gyeong-Seon, and Jeong-Hwa Lee. "Children's use of Computer Game and Game Immersion: According to Grade." Journal of the Korea Contents Association 8, no. 3 (2008): 182–89. http://dx.doi.org/10.5392/jkca.2008.8.3.182.
Full textLau, Kung Wong, and Pui Yuen Lee. "Designing employees’ training by immersive serious games? A study of digital natives’ satisfaction, perception and expectation in corporate training practices." Development and Learning in Organizations: An International Journal 30, no. 4 (2016): 6–8. http://dx.doi.org/10.1108/dlo-10-2015-0083.
Full textErickson, Joan J. "To Play or to Learn?" International Journal of Cyber Behavior, Psychology and Learning 5, no. 1 (2015): 56–74. http://dx.doi.org/10.4018/ijcbpl.2015010105.
Full textWarde-Brown, Ailbhe. "Waltzing on Rooftops and Cobblestones." Journal of Sound and Music in Games 2, no. 3 (2021): 34–55. http://dx.doi.org/10.1525/jsmg.2021.2.3.34.
Full textBowden, Sara. "Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!" Soundtrack 11, no. 1 (2020): 7–22. http://dx.doi.org/10.1386/ts_00002_1.
Full textBhide, Saylee, Elizabeth Goins, and Joe Geigel. "Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality." Frameless 1, no. 1 (2019): 1–3. http://dx.doi.org/10.14448/frameless.01.007.
Full textFreitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.
Full textPutri Miranny Dewi, Novia, and Banung Grahita. "Narrative Immersion dalam Visual Novel STEINS;GATE, Danganronpa: Trigger Happy Havoc, dan Phoenix Wright: Ace Attorney." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (2020): 7–14. http://dx.doi.org/10.31937/ultimart.v13i2.1708.
Full textPreuß, Anna Katharina. "The Impact of Personality and Motivation on Immersion in Simulation Games." International Journal of Game-Based Learning 10, no. 2 (2020): 1–20. http://dx.doi.org/10.4018/ijgbl.2020040101.
Full textQin, Hua, Pei-Luen Patrick Rau, and Gavriel Salvendy. "Measuring Player Immersion in the Computer Game Narrative." International Journal of Human-Computer Interaction 25, no. 2 (2009): 107–33. http://dx.doi.org/10.1080/10447310802546732.
Full textBelahbib, Amine, Lotfi Elaachak, Mohamed Bouhorma, Othman Bakkali Yedri, Slimani Abdelali, and Elouaai Fatiha. "Serious Games Adaptation According to the Learner’s Performances." International Journal of Electrical and Computer Engineering (IJECE) 7, no. 1 (2017): 451. http://dx.doi.org/10.11591/ijece.v7i1.pp451-459.
Full textSzykman, Alexandre Greluk, André Luiz Brandão, and João Paulo Gois. "Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users." International Journal of Computer Games Technology 2018 (September 6, 2018): 1–19. http://dx.doi.org/10.1155/2018/2607618.
Full textHo, Jeffrey C. F. "Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game Performance." Multimodal Technologies and Interaction 4, no. 1 (2020): 1. http://dx.doi.org/10.3390/mti4010001.
Full textWelton, Rebekah. "Isaac rebounds: A video game retelling of the Aqedah." Journal for the Study of the Old Testament 44, no. 3 (2019): 293–314. http://dx.doi.org/10.1177/0309089219862803.
Full textPaiva de Oliveira, Raul, and Tiago Fernandes Tavares. "Impact of algorithmic composition on player immersion in computer games: a case study using Markov Chains." Revista Música Hodie 18, no. 1 (2018): 61–73. http://dx.doi.org/10.5216/mh.v18i1.53571.
Full textLee, Ji-Hun. "A Study on the Effect of How Game Scenarios, Game Usage Convenience, and Game Visualization affect Interaction among Game Players and their Immersion in Games." Journal of the Korea Entertainment Industry Association 10, no. 6 (2016): 467. http://dx.doi.org/10.21184/jkeia.2016.12.10.6.467.
Full textCheng, M. T., H. C. She, and L. A. Annetta. "Game immersion experience: its hierarchical structure and impact on game-based science learning." Journal of Computer Assisted Learning 31, no. 3 (2014): 232–53. http://dx.doi.org/10.1111/jcal.12066.
Full textYi, Jamyoung. "Game Usage Behavior of Children and Adolescent Game Users: Focusing on Adaptive-use and Over-immersion of Games." Korean Association For Learner-Centered Curriculum And Instruction 20, no. 18 (2020): 1473–97. http://dx.doi.org/10.22251/jlcci.2020.20.18.1473.
Full textCarbonell-Carrera, Carlos, Jose Luis Saorin, and Dámari Melián Díaz. "User VR Experience and Motivation Study in an Immersive 3D Geovisualization Environment Using a Game Engine for Landscape Design Teaching." Land 10, no. 5 (2021): 492. http://dx.doi.org/10.3390/land10050492.
Full textMartínez, Carolina. "The struggles of everyday life: How children view and engage with advertising in mobile games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2017): 848–67. http://dx.doi.org/10.1177/1354856517743665.
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