Journal articles on the topic 'Gameplay experience'
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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.
Full textJang, 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.
Full textSingh, 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.
Full textZheng, 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.
Full textFrome, Jonathan. "Interactive Works and Gameplay Emotions." Games and Culture 14, no. 7-8 (2019): 856–74. http://dx.doi.org/10.1177/1555412019847907.
Full textBerkman, 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.
Full textSeah, 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.
Full textChew, 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.
Full textMandasari, 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.
Full textYap, 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.
Full textCowley, 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.
Full textEt.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.
Full textGuldager, 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.
Full textBozdog, 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.
Full textSilva, 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.
Full textFerraz 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.
Full textProcci, 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.
Full textKirginas, 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.
Full textEvans, 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.
Full textSharek, 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.
Full textYe, 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.
Full textDeterding, 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.
Full textPampi, 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.
Full textWatson, 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.
Full textEnfield, 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.
Full textNease, 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.
Full textKelly, Matthew. "The Game of Politics." Games and Culture 13, no. 5 (2015): 459–78. http://dx.doi.org/10.1177/1555412015623897.
Full textReinders, 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.
Full textAlharthi, 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.
Full textKaimara, 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.
Full textHong, 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.
Full textEgliston, 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.
Full textAlmanza 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.
Full textKazmi, 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.
Full textRuvalcaba, 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.
Full textPivnev, 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.
Full textWolff, 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.
Full textKIMURA, 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.
Full textZou, 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.
Full textPyae, 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.
Full textLarche, 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.
Full textZurita 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.
Full textPappas, 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.
Full textEgliston, 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.
Full textMiguel-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.
Full textFragoso, 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.
Full textGatti 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.
Full textHarrer, 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.
Full textShelstad, 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.
Full textJu, 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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