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Journal articles on the topic 'Gameplay experience'

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1

Örtqvist, 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.

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The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but empirically positively related through mechanisms related to flow. Furthermore, this study examines gamers' characteristics to determine the influence between immersion and gameplay experiences. The study involves 48 observations in one game setting. Regression analyses including tests for moderation and simple slope analysis are used to reveal gam
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Jang, Wooyoung (William), Kevin K. Byon, and Hyunseok Song. "Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content." Sustainability 13, no. 14 (2021): 8019. http://dx.doi.org/10.3390/su13148019.

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This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are heterogeneous, only a few esports studies have been conducted. Thus, this study focused on prior esports gameplay experience to explain consumers’ behavior better and examine antecedents, esports gameplay intention, and live esports streaming content across two groups (i.e., high and low frequencie
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Singh, C. B., S. Y. Huang, E. Jeong, R. Dang, and T. M. Chan. "P143: An exploratory study to understand relationship between gameplay experience and observed actions." CJEM 20, S1 (2018): S107—S108. http://dx.doi.org/10.1017/cem.2018.341.

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Introduction: The GridlockED game is a serious game aimed at teaching junior learners about flow and organization in the emergency department(ED). With serious games, the mechanism of learning is thought to be via the gameplay experience. Objectives built into gameplay are aimed at teaching players about a specific concept; in this case, we hoped to teach players about interprofessional collaboration and basic mechanics that drive flow in the ED. However, before a player can be taught, he or she must be engaged and have a positive gameplay experience. From the GridlockED gameplay, we aim to ex
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Zheng, Meixun, and Hiller A. Spires. "Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment." International Journal of Virtual and Personal Learning Environments 5, no. 2 (2014): 69–86. http://dx.doi.org/10.4018/ijvple.2014040106.

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This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon gameplay approaches. Results identified four game design features and student personal factors (reading proficiency) that significantly impacted student game flow experience. Students made significant science content learning gains as a result of game
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Frome, Jonathan. "Interactive Works and Gameplay Emotions." Games and Culture 14, no. 7-8 (2019): 856–74. http://dx.doi.org/10.1177/1555412019847907.

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Video games differ from films, books, and other mainstream media both in their interactive capabilities and in their affordances for gameplay. Interactivity and gameplay are closely related, as interactivity is necessary for gameplay. Unfortunately, this close relationship has led many video game scholars to conflate these two concepts when discussing player experience. In this article, I argue that, when discussing emotional responses to video games, gameplay and interactivity should be understood as distinct concepts: Gameplay involves both interactive and noninteractive elements, and intera
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Berkman, Mehmet İlker, Güven Çatak, and Mıstık Çağın Eremektar. "Comparison of VR and Desktop Game User Experience in a Puzzle Game: “Keep Talking and Nobody Explodes”." AJIT-e: Online Academic Journal of Information Technology 11, no. 42 (2020): 180–204. http://dx.doi.org/10.5824/ajite.2020.03.008.x.

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Since the contemporary game production process is based on the Integrated Development Environment (IDE) applications, it is easier for developers to create multiple versions of their game for both VR and desktop platforms. This provided a great opportunity for researchers to conduct comparative studies to explore the user experience of the relatively novel virtual reality applications In this study, we evaluated a puzzle game through a within-subjects experiment design using objective measures of game success and gameplay duration, as well as plenty of subjective measures in order to assess ga
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Seah, Erik Tiong Wee, David Kaufman, Louise Sauvé, and Fan Zhang. "Play, Learn, Connect: Older Adults' Experience With a Multiplayer, Educational, Digital Bingo Game." Journal of Educational Computing Research 56, no. 5 (2017): 675–700. http://dx.doi.org/10.1177/0735633117722329.

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This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and posttests; the second phase used postgame interviews of selected players to collect qualitative data. The results of this study showed significant improvement in players' scores for knowledge, social connectedness, and attitudes toward digital games from
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Chew, Evelyn C., and Alex Mitchell. "Bringing Art to Life: Examining Poetic Gameplay Devices in Interactive Life Stories." Games and Culture 15, no. 8 (2019): 874–901. http://dx.doi.org/10.1177/1555412019853372.

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A life story’s ability to evoke the emotion experienced by a protagonist is crucial to its success. Authors of interactive life stories sometimes strategically alter the interactive feedback loop to help convey this subjective experience. Using Mitchell’s conception of defamiliarizing poetic gameplay, this study identifies poetic gameplay devices, which creatively alter the feedback loop for emotional narrative impact. The article suggests extending the term “poetic gameplay” beyond interactive devices whose primary goal is critical appreciation of aesthetic form, to techniques directed at dee
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Mandasari, Rizza Indah Mega, and Bambang Pudjoatmodjo. "Player Experience Measurements Using Immerse Experience Questionnaire on Pewayangan Game." IJAIT (International Journal of Applied Information Technology) 3, no. 01 (2019): 10. http://dx.doi.org/10.25124/ijait.v3i01.1609.

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Wayang is an Indonesian heritage that becomes the world's heritage based on the recognition of UNESCO on 7 November 2003. However, the establishment of the wayang as a world cultural heritage does not make it is recognized by the young generation in Indonesia. They considered that wayang is only as a conventional culture, the duration is too long, and it tends to be boring. Creative and interactive media are needed to attract the younger generation to wayang, one of them is using the game. A Game is an interactive media that is much liked by all ages because they are entertaining, challenging,
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Yap, Kevin Yi-Lwern, Shawn Ignatius Boon Heng Tan, Kai Zhen Yap, and John Yin Gwee Yap. "Students’ perceptions of an in-house developed pharmacy serious game for professional skills training." BMJ Simulation and Technology Enhanced Learning 6, no. 5 (2020): 293–96. http://dx.doi.org/10.1136/bmjstel-2019-000547.

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BackgroundAn in-house three-dimensional (3D) multiplayer online role-playing game was developed for professional skills training of pharmacy students. Students play the game in a post-apocalyptic world to save humankind from zombies. They solve virtual patient encounters through visual and motion-capture technologies. Their gaming perceptions and experiences were investigated.MethodA self-administered questionnaire obtained participants’ demographics, gaming interests, perceptions of game effectiveness, preferences on gaming elements and gameplay experience through the Game Engagement Question
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Cowley, Benjamin, Ilkka Kosunen, Petri Lankoski, et al. "Experience Assessment and Design in the Analysis of Gameplay." Simulation & Gaming 45, no. 1 (2013): 41–69. http://dx.doi.org/10.1177/1046878113513936.

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Et.al, Maizatul Hayati Mohamad Yatim. "Evaluating Game-Playing Activities of a MOBA Game with Gameplay Experience Instruments." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (2021): 1018–28. http://dx.doi.org/10.17762/turcomat.v12i3.838.

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This article reports the findings of a study that aimed to evaluate gamers’ experiences in playing MOBA and DOTA2 games using gameplayexperience instruments. This study was based on a qualitative approach involving interviews and observations. The study sample consisted of 10 participants who were divided into two teams comprising five players who competed with one another in the best of five matches. Data collection through observations was performed by video recording gamers’ activities during the games and by checking them against a checklist of play experiences. Interviews were then follow
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Guldager, Julie Dalgaard, Satayesh Lavasani Kjær, Patricia Lyk, et al. "User Experiences with a Virtual Alcohol Prevention Simulation for Danish Adolescents." International Journal of Environmental Research and Public Health 17, no. 19 (2020): 6945. http://dx.doi.org/10.3390/ijerph17196945.

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This pilot study explores 31 Danish adolescent user experiences for the newly developed virtual party simulation app—Virtual Reality (VR) FestLab. The main objective of this study was to investigate usability for VR FestLab, which aims to improve alcohol resistance skills for Danish adolescents. A secondary objective was to understand gameplay experiences. The study is a mixed method study that draws on questionnaire data (n = 31) and focus group interviews (n = 10) of boarding school students participating in the pilot study. Descriptive statistics were used to examine quantitative data, and
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Bozdog, Mona, and Dayna Galloway. "Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch." Games and Culture 15, no. 7 (2019): 789–808. http://dx.doi.org/10.1177/1555412019844631.

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Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This article aims to analyze how these design strategies are deployed in What Remains of E
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Silva, Rubens Anderson de Sousa, Rossana Maria de Castro Andrade, João Bosco Borges Aragão Filho, Ismayle De Sousa Santos, Joseane De Oliveira Vale Paiva, and Bruno Sabóia Aragão. "Design and Evaluation of a Mobile Application for an Educational Card Game." Journal on Interactive Systems 11, no. 1 (2020): 110–24. http://dx.doi.org/10.5753/jis.2020.763.

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Educational games can provide players with rich learning and socializing experiences through different interac-tion paradigms, such as board games, card games, and, more recently, hybrid (physical-digital) games. However, the process of making, maintaining, and evolving an educational analog game is not a trivial task. Balancing the game mechanics and dynamics to provide a pleasant and educational gaming experience can be very difficult to achieve. Furthermore, adding a digital component in the gameplay can disturb the experience of the game and learning ob-jectives, and this kind of insertion
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Ferraz de Souza, Ricardo Vinicius. "O conceito de “gameplay experience” aplicado à localização de games." Scientia Traductionis, no. 15 (December 15, 2014): 8. http://dx.doi.org/10.5007/1980-4237.2014n15p8.

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Procci, Katelyn, Clint A. Bowers, Florian Jentsch, Valerie K. Sims, and Rudy McDaniel. "The Revised Game Engagement Model: Capturing the subjective gameplay experience." Entertainment Computing 27 (August 2018): 157–69. http://dx.doi.org/10.1016/j.entcom.2018.06.001.

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Kirginas, Sotiris, Anthony Psaltis, Dimitris Gouscos, and Constantinos Mourlas. "Studying children’s experience during free-form and formally structured gameplay." International Journal of Child-Computer Interaction 28 (June 2021): 100248. http://dx.doi.org/10.1016/j.ijcci.2021.100248.

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Evans, Elizabeth. "The economics of free." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (2016): 563–80. http://dx.doi.org/10.1177/1354856514567052.

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The gaming industry has seen dramatic change and expansion with the emergence of ‘casual’ games that promote shorter periods of gameplay. Free to download, but structured around micropayments, these games raise the complex relationship between game design and commercial strategies. Although offering a free gameplay experience in line with open access philosophies, these games also create systems that offer control over the temporal dynamics of that experience to monetize player attention and inattention. This article will examine three ‘freemium’ games, Snoopy Street Fair, The Simpsons’ Tapped
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Sharek, David, and Eric Wiebe. "Investigating Real-time Predictors of Engagement." International Journal of Gaming and Computer-Mediated Simulations 7, no. 1 (2015): 20–37. http://dx.doi.org/10.4018/ijgcms.2015010102.

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Engagement is a worthwhile psychological construct to examine in the context of video games and online training. In this context, previous research suggests that the more engaged a person is, the more likely they are to experience overall positive affect while performing at a high level. This research builds on theories of engagement, Flow Theory, and Cognitive Load Theory, to operationalize engagement in terms of cognitive load, affect, and performance. An adaptive algorithm was then developed to test the proposed operationalization of engagement. Using a puzzle-based video game, player perfo
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Ye, Jian-Hong, Nitiwat Watthanapas, and Yu-Feng Wu. "Applying Kahoot in Thai Language and Culture Curriculum: Analysis of the Relationship among Online Cognitive Failure, Flow Experience, Gameplay Anxiety and Learning Performance." International Journal of Information and Education Technology 10, no. 8 (2020): 563–72. http://dx.doi.org/10.18178/ijiet.2020.10.8.1425.

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The benefits of game-based learning have been confirmed by many studies, and it has also been proven to be a method that can bring meaningful learning to learners. However, its application in Taiwan’s higher education stage is still infrequent, and only few related studies. Therefore, this study uses Kahoot with an interactive response system (IRS) mechanism as one of the curriculum teaching tools. The research adopted purposive sampling method. Participants were students from two universities in northern Taiwan who took Thai language and culture courses. The total number of valid participants
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Deterding, Sebastian. "Interaction Tension: A Sociological Model of Attention and Emotion Demands in Video Gaming." Media and Communication 7, no. 4 (2019): 226–36. http://dx.doi.org/10.17645/mac.v7i4.2366.

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Video gaming actively demands players’ attention, affording positive experiences like flow. Recent research has suggested to extend analysis from cognitive and physical to the social and emotional demands of gameplay. This article argues that Erving Goffman’s concept of interaction tension offers a promising theoretical model for social demands. We report a re-analysis of qualitative interview data on the social norms of video gaming corroborating the model. As suggested by Goffman (1961) for gaming, video gaming features rich social norms regarding involvement. When spontaneously experienced
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Pampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.

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Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gamepla
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Watson, Benjamin, Rachit Shrivastava, and Ajinkya Gavane. "The Effects of Adaptive Synchronization on Performance and Experience in Gameplay." Proceedings of the ACM on Computer Graphics and Interactive Techniques 2, no. 1 (2019): 1–13. http://dx.doi.org/10.1145/3320286.

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Enfield, Jacob, Rodney D. Myers, Miguel Lara, and Theodore W. Frick. "Innovation Diffusion." Simulation & Gaming 43, no. 2 (2011): 188–214. http://dx.doi.org/10.1177/1046878111408024.

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Educators increasingly view the high level of engagement and experiential learning offered by games as a means to promote learning. However, as with any designed learning experience, player experiences should provide an accurate representation of content to be learned. In this study, the authors investigated the DIFFUSION SIMULATION GAME (DSG) to assess the consistency of strategies effective in the game with those implied to be effective by the diffusion of innovations theory on which the game is based. They analyzed records from 2,361 completed game sessions of the DSG and compared successfu
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Nease, Brandon, and Michelle Samura. "Adolescents’ Perceptions of “Cheating” in Gaming and Educational Settings." Simulation & Gaming 49, no. 2 (2018): 134–45. http://dx.doi.org/10.1177/1046878118757008.

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Background. Given the widespread popularity of video gameplay among adolescents, it is important to understand the relationship between video gameplay and adolescent behaviors in various contexts. Aim. This exploratory study aimed to explore adolescent gamers use of player guides and cheat codes during video gameplay in order to understand how they reason about the relationship between cheating in video games and cheating in academic settings. Method. Semi-structured interviews were conducted with adolescents in order to gain in-depth insight into participants’ perspectives on video gameplay a
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Kelly, Matthew. "The Game of Politics." Games and Culture 13, no. 5 (2015): 459–78. http://dx.doi.org/10.1177/1555412015623897.

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This article examines the game Papers, Please to demonstrate how the aesthetic experience of gameplay resonates with the cultural logic of contemporary globalist paradigms. The author demonstrates how video games make their players undertake a synthesis of work and play via a process of psychological and physical self-modification. This interrelation between work, play, and subjectivity modification within gameplay experiences embodies the same ideological framework that governs many knowledge-based economies which thrive off of user-generated content. In using the work/play/subjectivity conne
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Reinders, Hayo, and Sorada Wattana. "Affect and willingness to communicate in digital game-based learning." ReCALL 27, no. 1 (2014): 38–57. http://dx.doi.org/10.1017/s0958344014000226.

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AbstractThe possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact does gameplay have on students’ perceptions of themselves as learners, and how does this affect their learning practice? These questions are important as they are likely to influence the success of digital game-based language learning, and as a
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Alharthi, Sultan A., George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Z. O. Toups. "Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay." ACM Transactions on Computer-Human Interaction 28, no. 4 (2021): 1–49. http://dx.doi.org/10.1145/3445792.

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In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of eac
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Kaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." International Journal of Smart Education and Urban Society 11, no. 1 (2020): 75–91. http://dx.doi.org/10.4018/ijseus.2020010106.

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“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playi
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Hong, Jon-Chao, Ming-Yueh Hwang, Kai-Hsin Tai, Pei-Hsin Lin, and Pei-Chun Lin. "Learning Progress in a Chinese Order of Stroke Game: The Effects of Intrinsic Cognitive Load and Gameplay Interest Mediated by Flow Experience." Journal of Educational Computing Research 58, no. 4 (2019): 842–62. http://dx.doi.org/10.1177/0735633119881471.

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When learning to write Chinese characters, it is essential for students to learn and maintain the correct order of the strokes. Chinese teachers often use computer-supported drill and practice to develop students' ability to write in the correct order, but such devices are rarely designed to stimulate learners' memory-manipulation in cognitive processes. To enhance the effect of the stimuli, a computer game called Chinese order of strokes was designed for students to practice their sensorimotor skill by providing a different color (i.e., red) to evoke learners' memory-manipulation cognitive pr
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Egliston, Ben. "Watch to win? E-sport, broadcast expertise and technicity in Dota 2." Convergence: The International Journal of Research into New Media Technologies 26, no. 5-6 (2019): 1174–93. http://dx.doi.org/10.1177/1354856519851180.

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This article analyses how broadcasts of electronic sport (e-sport) condition the gameplay practices of those who watch. Extending and deepening a limited body of past work, I conduct this analysis through a post-phenomenological perspective, adopting Bernard Stiegler’s theory of technicity. Stiegler provides a useful theorisation of how technical forms carry significant implications for the human, whose status is always already technical. As Stiegler sees it, adopting new advancements or changes in technical forms conditions human experience and behaviour profoundly. Mobilising this post-pheno
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Almanza Sepúlveda, Mayra Linné, Julio Llamas Alonso, Miguel Angel Guevara, and Marisela Hernández González. "Increased Prefrontal-Parietal EEG Gamma Band Correlation during Motor Imagery in Expert Video Game Players." Actualidades en Psicología 28, no. 117 (2014): 27–36. http://dx.doi.org/10.15517/ap.v28i117.14095.

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Abstract. The aim of this study was to characterize the prefrontal-parietal EEG correlation in experienced video game players (VGPs) in relation to individuals with little or no video game experience (NVGPs) during a motor imagery condition for an action-type video game. The participants in both groups watched a first-person shooter (FPS) gameplay from Halo Reach during five minutes. None of the participants was notified as to the content of the video before watching it. Only the VGPs showed an increased right intrahemispheric prefrontal-parietal correlation (F4-P4) in the gamma band (31-50 Hz
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Kazmi, S., and I. J. Palmer. "Action Recognition for Support of Adaptive Gameplay: A Case Study of a First Person Shooter." International Journal of Computer Games Technology 2010 (2010): 1–14. http://dx.doi.org/10.1155/2010/536480.

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With games continuously and rapidly evolving to become more complex and sophisticated in their nature and implementation. There is a fundamental need to sustain and deliver a similarly advanced, realistic, and engaging experience for the player. The implementation of “emergence” within games as providing an effective means to sustain this engagement in conjunction with some form of action recognition mechanism for its support. More recently, games have made much of the “adaptive” mechanisms that tailor the player experience during the game, but much of this appears to be implemented by merely
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Ruvalcaba, Omar, Jeffrey Shulze, Angela Kim, Sara R. Berzenski, and Mark P. Otten. "Women’s Experiences in eSports: Gendered Differences in Peer and Spectator Feedback During Competitive Video Game Play." Journal of Sport and Social Issues 42, no. 4 (2018): 295–311. http://dx.doi.org/10.1177/0193723518773287.

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Despite the growing popularity of eSports, the poor representation of women players points to a need to understand the experiences of female players during competitive gaming online. The present study focuses on female gamers’ experiences with positive and negative feedback and sexual harassment in the male-dominated space of eSports. In Study 1, gender differences were analyzed in online gamers’ experience with feedback from other players and spectators during online play. In Study 2, gender differences were analyzed in observations of real gameplay that focused on the types of comments spect
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Pivnev, Dmitriy I., and Alina V. Kasatkina. "THE ROLE OF GAMEPLAY IN EDUCATION: THE EXPERIENCE OF CREATING A GAME MODULE." Gumanitarnaya informatika, no. 12 (July 1, 2017): 77–81. http://dx.doi.org/10.17223/23046082/12/9.

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Wolff, Annika, Paul Mulholland, Zdenek Zdrahal, and Richard Joiner. "Combining gameplay and narrative techniques to enhance the user experience of viewing galleries." Computers in Entertainment 5, no. 1 (2007): 6. http://dx.doi.org/10.1145/1236224.1236234.

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KIMURA, Tomohiro. "Effects of Video Games Requiring Immediate Response and Mastering Gameplay on Emotional Experience." Journal of Digital Games Research 13, no. 1 (2020): 21–29. http://dx.doi.org/10.9762/digraj.13.1_21.

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Zou, Di, Ruofei Zhang, Haoran Xie, and Fu Lee Wang. "Digital game-based learning of information literacy: Effects of gameplay modes on university students’ learning performance, motivation, self-efficacy and flow experiences." Australasian Journal of Educational Technology 37, no. 2 (2021): 152–70. http://dx.doi.org/10.14742/ajet.6682.

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Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students’ learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the game in collaborative, competitive and solo modes. Their IL knowledge was measured through a post-test after they completed the game and associated exercises. Their motivation, self-efficacy and flow experiences were evaluated through a questionnaire
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Pyae, Aung, Tapani N. Liukkonen, Luimula Mika, Christina Kattimeri, Veroline Cauberghe, and Jouni Smed. "Investigating the Finnish Elderly People’s Attitudes and Motivation towards Digital Game-Based Physical Exercises." Finnish Journal of eHealth and eWelfare 9, no. 4 (2017): 265–83. http://dx.doi.org/10.23996/fjhw.60518.

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Attitudes and motivation towards physical exercises play a vital role for elderly people’s adherence to exercise. In recent years, digital games have been used to enhance elderly people’s experiences in physical exercises. However, there is a limited number of studies regarding elderly people’s attitudes and motivation towards digital game-based exercises. In this study, we aim at investigating the Finnish elderly people’s attitudes towards physical and digital game-based exercises, as well as their motivation in the gameplay. Furthermore, we intend to investigate if digital games can be an al
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Larche, Chanel J., and Mike J. Dixon. "The relationship between the skill-challenge balance, game expertise, flow and the urge to keep playing complex mobile games." Journal of Behavioral Addictions 9, no. 3 (2020): 606–16. http://dx.doi.org/10.1556/2006.2020.00070.

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AbstractBackground and aimsInterest surrounding the relationship between flow and problematic gameplay has surged. An important antecedent of flow in the context of video-gaming is the skill-challenge balance, but researchers have only manipulated this balance by changing speed of play. The current research seeks to examine the skill-challenge balance and flow in a mobile game in which challenge is increased via the complexity of puzzles. We predicted games like Candy-Crush would more strongly support a model of flow in which the greatest flow would be experienced by more skilled players and t
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Zurita Ortega, Félix, Nuria Medina Medina, Francisco Luis Gutiérrez Vela, and Ramón Chacón Cuberos. "Validation and Psychometric Properties of the Gameplay-Scale for Educative Video Games in Spanish Children." Sustainability 12, no. 6 (2020): 2283. http://dx.doi.org/10.3390/su12062283.

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The knowledge of evaluation instruments to determine the level of gameplay of schoolchildren is very important at this time. A systematic review has been carried out in this study. The aim of this paper is to investigate the psychometric properties of a study of a sample of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2± 1.17 years, range: 10-12 years, 59.5% female) completed the Gameplay-Scale to discover their opinions after a game session with a serious educational game. The final scale consisted of three factors. The fit for factor 1 (usability) was 0.712, the fit fo
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Pappas, Ilias O., Patrick Mikalef, Michail N. Giannakos, and Panos E. Kourouthanassis. "Explaining user experience in mobile gaming applications: an fsQCA approach." Internet Research 29, no. 2 (2019): 293–314. http://dx.doi.org/10.1108/intr-12-2017-0479.

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Purpose In the complex ecosystem of mobile applications multiple factors have been used to explain users’ behavior, without though focusing on how different combinations of variables may affect user behavior. The purpose of this paper is to show how price value, game content quality, positive and negative emotions, gender and gameplay time interact with each other to predict high intention to download mobile games. Design/methodology/approach Building on complexity theory, the authors present a conceptual model followed by research propositions. The propositions are empirically validated throu
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Egliston, Ben. "Videogame Analytics, Surveillance, and Memory." Surveillance & Society 17, no. 1/2 (2019): 161–68. http://dx.doi.org/10.24908/ss.v17i1/2.12918.

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There is a growing suite of commercially available analytics tools platforms use within the context of videogaming. Increasingly, these analytics tools are reliant on the capture of data pertaining to player activity—using machine learning techniques to parse these data and create subscription based “guide” services to assist players in their gameplay. This is often spruiked by marketers as a supplement to one’s gameplay and a method for improving one’s own performance. Looking at the example of DotaPlus, a recent kind of machine learning based analytics platform in the popular game Dota 2, th
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Miguel-Cruz, Antonio, Daniel Alejandro Quiroga-Torrez, Adriana Maria Rios-Rincon, et al. "Predicting Engagement While Playing Computer Games in Older Adults With and Without Dementia." Innovation in Aging 4, Supplement_1 (2020): 862. http://dx.doi.org/10.1093/geroni/igaa057.3180.

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Abstract The purpose of this study was to determine what factors predict the level of engagement of older adults, with and without dementia, while playing computer games. Fourteen older adults with and without dementia (60%/40%) played a computer game over 16 sessions, each for 30 minutes. Variables included participants’ demographics, game-play data and environmental factors. Mixed fixed model for longitudinal data analysis design was used to determine how these variables predicted engagement. Five variables predicted engagement at a statistically significant level: Participant’s performance
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Fragoso, Suely. "The spatial experience of games and other media: notes from a theoretical-analytical model of representations of space." Comunicação e Sociedade 27 (June 29, 2015): 213–29. http://dx.doi.org/10.17231/comsoc.27(2015).2098.

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This article discusses spatial experience in games, in relation to other media. A brief review of some classic works on spatial experience in literature, photography, cinema and television is presented. A theoretical framework composed of three ‘types of space’ is used for an analysis of a hypothetical simplified gameplay. As a result, the spatial experience of games is understood as a dynamic composition across different levels of materiality and meaning. This practice is made possible, amongst other factors, by fictional capacity, a cultural construction developed over centuries of interacti
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Gatti Junior, Wilian, Beaumie Kim, Liping Liu, and Xingru Lai. "Green Economy Game: A Modular Approach for Sustainable Development Education." International Journal of Designs for Learning 11, no. 2 (2020): 96–107. http://dx.doi.org/10.14434/ijdl.v11i2.25020.

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In this paper, we discuss our approach to designing a board game, the Green Economy, that promotes systems thinking. We anchored our game design process on design-by-analogy and rapid prototyping concepts by taking a modular approach to overcome the trade-off between realism and simplicity. The unique feature of the Green Economy enables players to change the rules of the game during the gameplay, which gives them a partial design opportunity. The theme, sustainable development, was chosen to challenge the players’ systems thinking in sustainable development. Systems thinking enables us to und
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Harrer, Sabine. "From Losing to Loss: Exploring the Expressive Capacities of Videogames Beyond Death as Failure." Culture Unbound 5, no. 4 (2013): 607–20. http://dx.doi.org/10.3384/cu.2000.1525.135607.

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In games, loss is as ubiquitous as it is trivial. One reason for this has been found in the established convention of on-screen character death as a signifier for failure (Klastrup 2006; Grant 2011; Johnson 2011). If that’s all that games have to offer in terms of addressing an existential trope of human experience, the worried protectionist concludes, shouldn’t we dismiss this intrinsically flat medium as inferior to more established media forms such as film or literature? (Ebert 2010). Contrary to this view, this paper discusses gameplay examples that shed light on how this medium might leve
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Shelstad, William J., Ameer A. Hosein, Joseph R. Keebler, and Barbara S. Chaparro. "Using User Experience Scales to Predict Video Game Play and Purchasing Intent." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 2065–69. http://dx.doi.org/10.1177/1071181320641500.

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The current study investigated three user experience scales, the GUESS-24, the ENJOY, and the UEQ-S scale, as well as their relationship to gameplay continuance and purchasing intention for six popular online games. Results indicated that each of the three scales (GUESS-24, ENJOY, UEQ-S) could be used to predict continuance and purchase intention in the games of interest. The ENJOY and GUESS-24 performed better in predicting continuance intention than the UEQ-S. The GUESS-24 performed the best in terms of predicting purchase intention.
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Ju, Uijong, and Christian Wallraven. "Manipulating and decoding subjective gaming experience during active gameplay: a multivariate, whole-brain analysis." NeuroImage 188 (March 2019): 1–13. http://dx.doi.org/10.1016/j.neuroimage.2018.11.061.

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