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1

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.

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Анотація:
Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the gam
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2

Song, 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.

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Анотація:
Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy’s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns w
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3

Brown, 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.

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Анотація:
The need for cultural training for members of the military, and supporting government and industrial organizations, has become more important because of the increasing expectations of effective collaborations between people of different cultures in order to achieve common security objectives. Additionally, the number and mix of countries, and cultural groups within those countries, make traditional classroom training less feasible. While good simulations have been built for cultural understanding, they have not been developed widely or used for pre-deployment training. This paper describes and
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4

Doo, 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.

Повний текст джерела
Анотація:
Character attachment have been studied thoroughly from the view of psychology and media researches. In game playing, the player-avatar relationship is a form of character attachment and affects a good game design as well as management systems such as character customizing and in game purchasing policy. In this paper, we investigate such player-avatar relationship on the theme of team-based FPS where in general the attachment is not expected to be high. However, from the online survey for Tom Clancy"s Rainbow 6 Siege mania groups, we find that there are different character attachment patterns w
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5

Fadzli, 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.

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Анотація:
This study investigates the integration of a 3D avatar customizer within a multiplayer endless runner game, focusing on the designing and integration process. Utilizing the Ready Player Me SDK, players can create avatars based on their photographs, potentially can foster a deeper connection between players and their in-game representations. The game is developed using the Unity engine, with the Mirror library implemented to facilitate real-time multiplayer interactions. The study outlines the design and functionality of the game, including features such as avatar customization, single-player a
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6

Ruiz-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.

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Анотація:
Avatar personalization may contribute to the engagement in a video game. This exploratory study investigated which features a 3D virtual avatar should have for the user to experience Body Ownership. 10 participants (aged 20 to 30) participated in this study. For each participant three avatars were created based on a single picture of them from the shoulders up. The three software that created the avatars are Avatar SDK, Wolf 3D and Character Creator. After the avatars were created every participant filled out a questionnaire and rated each avatar according to the features. The features that th
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7

В.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.

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Анотація:
В статье рассматриваются исследования взаимосвязи между игроком и игровым аватаром. Рассмотрены теоретические аспекты ее возникновения. Основное внимание уделено концепции «воплощения в аватаре», основанной на феноменологическом подходе. Обсуждается роль аватара как инструмента и «феноменологического продолжения» игрока в игровом пространстве. The paper investigates existing studies on the relationship between the player and his in-game avatar, based on a phenomenological approach. The analyzed studies discuss the concept of «avatar embodiment» as a possible explanation of players’ immersion i
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8

Cheng, 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.

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Анотація:
Avatar actions can be captured using certain gesture sensors or can be predefined by game designers through desktop applications. In other words, developing an online avatar editor could be necessary to specify the detailed actions for use by people who are not game creators. Our research team proposed a web-based toolset, myKLA, to construct and design avatar actions with editor and player features. The goal of myKLA is to help users define the required behaviors of avatars within a set time frame without codes. We used cyber–physical system theory in a software reconstruction initiative. Add
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9

Harari, 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.

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Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avata
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10

Arita, 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.

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Анотація:
We propose a concept of real-time human proxy for avatar-based communication systems, which virtualizes a human in the real world in real-time and which lets the virtualized human behave as if he/she was present at a distant place. For estimating RHP, we apply it to a simple game and a virtual classroom system. The experimental results shows us that RHP is useful for avatar-based communication.
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11

Green, 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.

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Анотація:
AbstractBackground and aimsPrevious studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related experiences and excessive gaming.MethodsAn online survey of 993 adult gamers yielded 3,972 text responses. Qualitative analysis of 59,059 words extracted 10 categories of avatar-related perspectives.ResultsSome problem and non-problem gamers employ
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12

Kristanto, 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.

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Анотація:
The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game playe
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13

Segaran, 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.

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Анотація:
Virtual learning companions, such as avatars, have shown significant potential in assisting learners—particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the design promotes positive emotional experience throughout the learning process. This research has specifically explored the realism aspect of avatar design. In particular, we have found that moderate cartoon-like character designs can be more promising in p
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14

Turkay, 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.

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Анотація:
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identification is one of the outcomes of gameplay experiences in these worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar-based customization has potential to impact player identification by shaping the relationship between the player and the character. This mixed method study aims to fill the gap in the identification literature by examining the effects of avatar-based customization on players' identification with and empathy towards their characters in a massively multiplaye
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15

Dunn, 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.

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Анотація:
The authors conducted an experiment to determine the effects of gender, race, online video gaming experience, and the experimental context in which participants played the video game (online vs. offline vs. no information control) on avatar selection. The qualities of the avatar compared were based on eight objective differences between avatars and individuals: attractiveness, skin tone, height, girth chest size, waist size, hip size, and height. As predicted, those with online gaming experience selected avatars that were taller, thinner, and more attractive relative to their real selves than
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16

Chan, 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.

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Human-Computer Interaction researchers have explored how online communities can be leveraged for peer support, but general disinterest and a lack of engagement have emerged as substantial barriers to their use in practice. To address this gap, we designed Merlynne, a serious game that seeks to motivate individuals to support peers through Cognitive Behavioural Therapy (CBT). Our game explored use of the Proteus Effect - a phenomenon where players adopt characteristics of their in-game avatar - to motivate peer support through stereotyped 'helpful' and 'unhelpful' avatars. We then conducted a m
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17

Dechant, 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.

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The treatment of social anxiety through digital exposure therapy is challenging due to the cognitive properties of social anxiety-individuals need to be fully engaged in the task and feel themselves represented in the social situation; however, avatar customization has been shown to increase both engagement and social presence. In this paper, we harness techniques used in commercial games, and investigate how customizing self-representation in a novel digital exposure task for social anxiety influences the experience of social threat. In an online experiment with 200 participants, participants
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18

Jin, 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.

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Drawing from Higgins's self-discrepancy theory and regulatory focus theory, this study examined the use of activated selves and regulatory foci in health games. Utilizing the Wii's® avatar-creating and exergaming features, a 2 (activated self: actual self versus ideal self) × 2 (regulatory focus: promotion versus prevention) × 2 (efficacy appeals: self-efficacy versus response-efficacy) between-subjects experiment tested the interactions of activated selves, regulatory foci, and efficacy appeals on low-calorie dieting intentions after health game playing. Results from an experiment with 156 pa
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19

Kim, 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.

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20

Rice, 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.

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21

Reay, 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.

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This article examines video game avatars that are designed to resemble toys. It names this trope the ‘Blithe Child’ to capture the carefree, careless and childlike interactions this avatar invites. This article argues that the connection between the Blithe Child and traditional toys functions to express and explain non-violent game mechanics, to shape sentimental player‐avatar relationships, to create cosy, snug playspaces and to encourage pro-social, creative and self-expressive playstyles. However, the Blithe Child inherits some of the more sinister dynamics latent in human‐toy relationships
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22

Tomlinson, 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.

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Анотація:
Video games are frequently emotional experiences, with different kinds of games communicating the potential for emotional impacts to players. These emotional experiences often include investments in characters and game narratives that the player can explore as an avatar. Alongside this, players have grown to expect a certain level of agency in narrative-based role-playing games. This study explores how these elements of player experience are impacted by inclusions of themes of consent and trauma in video game narratives. Using Baldur’s Gate 3 as a recent case study, the project highlights the
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23

Stefan, 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.

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ABSTRACT Designing interactive maps has always been a challenge due to the geographical complexity of the earth’s landscape and the difficulty of resolving details to a high resolution. In the past decade or so, one of the most impressive map-based software application, the Global Positioning System (GPS), has probably the highest level of interaction with the user. This article describes an innovative technique for designing an avatar-based virtual interactive map for the Lamar University Campus, which will entail the buildings’ exterior as well as their interiors. Many universities provide 2
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24

Chua, 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.

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Given that the virtues of m-learning have not yet been fully exploited in teaching Software Project Management (SPM), this paper embarks on a timely endeavour to explore the use of game-based m-learning for SPM by introducing a game called Mobile Application for Project management LEarning (MAPLE). A total of 55 graduate students were invited to participate in the evaluation study carried out for the MAPLE application. The evaluation was based on three design principles derived from the literature, namely, motivation, gaming and learning. Based on the preliminary evaluation, three major observ
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25

Shri, 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.

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Анотація:
People who have autism spectrum disorder (ASD) frequently encounter situations in which they must give answers but are unsure of how to do so, such as questions from strangers about routine daily activities. ASD is a spectrum disorder that is characterised by impairments in social interaction and repetitive patterns of behaviour. The potential of the experience as a learning tool was increased with the addition of virtual reality (VR) support, which increased the experiences sense of presence and realism. Research that aims to use technology to improve social and communication deficits in auti
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26

Delahaye, 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.

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Анотація:
In immersive Virtual Reality (VR), users can experience the subjective feeling of embodiment for the avatar representing them in a virtual world. This is known to be strongly supported by a high Sense of Agency (SoA) for the movements of the avatar that follows the user. In general, users do not self-attribute actions of their avatar that are different from the one they actually performed. The situation is less clear when actions of the avatar satisfies the intention of the user despite distortions and noticeable differences between user and avatar movements. Here, a within-subject experiment
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27

Mohd 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.

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Obesity is a growing health challenge. Serious game interventions can increase awareness of health and obesity, especially among children, and the effectiveness of these interventions depends on specific game elements. This review aimed to identify the most common game elements in serious game interventions for raising awareness about obesity in children. We conducted a literature search in the ACM digital library, IEEE Xplore, and Scopus databases for serious games designed and developed for obesity or health awareness. The extracted game elements are based on a pyramid with three categories:
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28

Delaney, 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.

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OBJECTIVES/GOALS: Serious video games are designed for skill-building and are increasingly being used for healthcare interventions with adolescents and young adults (AYAs). The study goal was to identify AYAs’ preferred game features, by demographic groups, to inform the development of a game to improve AYA’s engagement in their congenital heart disease (CHD) care. METHODS/STUDY POPULATION: Pediatric patients, 12-18 years old, completed surveys at a routine CHD care visit. Participants rated their likelihood of using games to learn CHD management skills (5-point Likert) and preferences for ten
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29

Roedavan, 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.

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Pembelajaran bahasa merupakan proses yang melibatkan empat keterampilan bahasa yaitu mendengarkan, berbicara, membaca, dan menulis. Salah satu permasalahan dalam pembelajaran bahasa adalah kecemasan berbahasa yang mengacu kepada perasaan tegang saat harus berkomunikasi baik lisan dan tulisan menggunakan bahasa lain. Pendekatan simulasi dengan penerapan konsep Game-based learning (GBL) dapat menjadi salah satu solusi untuk membangun kepercayaan diri seseorang dalam berbahasa asing sebelum menggunakannya di dunia nyata. Penelitian ini mencoba memberikan kontribusi pada pengetahuan dengan membang
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Syeda 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.

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Анотація:
Recognition of emotion has been done through different perspectives and is useful in many domains of Human Computer Interaction (HCI), especially in intelligent systems, interactive robots, web applications interaction, and to elaborate social media. Our aim is to design a system which encapsulates the behavior's set into roles which helps other developers in wrap behaviors into segments that can diverse dynamically, based on player moves. Games utilize contextual data about players and their environment to explore new means of interactions and enhance game experience. Cognitive science plays
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Syeda 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.

Повний текст джерела
Анотація:
Recognition of emotion has been done through different perspectives and is useful in many domains of Human Computer Interaction (HCI), especially in intelligent systems, interactive robots, web applications interaction, and to elaborate social media. Our aim is to design a system which encapsulates the behavior's set into roles which helps other developers in wrap behaviors into segments that can diverse dynamically, based on player moves. Games utilize contextual data about players and their environment to explore new means of interactions and enhance game experience. Cognitive science plays
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32

Consalvo, 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.

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This article is an exploration of players’ understandings of games that offer moral dilemmas in order to explore player choice in tandem with game mechanics. We investigate how game structures, including the presence of choice, a game’s length, and avatar presentation, push players in particular ways and also how players use those systems for their own ends. We explore how players “rehearse their ethos” through gameplay and how they are continually pushing back against the magic circle. It is based on two-dozen semi-structured interviews with players conducted in 2012. It illustrates that ther
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Duan, 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.

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Synthesizing photorealistic 4D human head avatars from videos is essential for VR/AR, telepresence, and video game applications. Although existing Neural Radiance Fields (NeRF)-based methods achieve high-fidelity results, the computational expense limits their use in real-time applications. To overcome this limitation, we introduce BakedAvatar , a novel representation for real-time neural head avatar synthesis, deployable in a standard polygon rasterization pipeline. Our approach extracts deformable multi-layer meshes from learned isosurfaces of the head and computes expression-, pose-, and vi
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Mac, 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.

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Politics and Religion are both by nature sociological phenomena. That is to say, both bind communities together. And both divide communities from one another. Both emerge from and colour the Culture of the community. In this paper we focus on culture and religious issues in the South-Eastern part of Europe (SEE), paying particular attention to Bulgaria and Macedonia. The religions in question are, on the one hand Orthodox, and on the other Islam. Issues of conflict which we consider, are schism and its resolution or at least cohabitation, and coercion by the State to give a common identity to
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35

Mystakidis, 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.

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The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of
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36

Cavallero, 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.

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Abstract Electronic Arts’ The Godfather: The Game uses Mario Puzo's novel and Francis Ford Coppola's films as the raw material for new representations of Italian American ethnicity. In the game, viewers design their avatar. Unusual in the world of game design, this interface, dubbed “Mob Face,” limits players’ choices to narrow, stereotypically Italian American male physiognomy. After choosing everything from physical features to clothing, the player enters the game space as an in-group member of the Corleone Italian American crime family. The game's rules further complicate this construction
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37

Jin, 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.

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38

van 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.

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Background Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are dr
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Tantoni, 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.

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Online Game users continue to grow from year to year and therefore internet service providers (ISPs) must provide stable and fast internet quality. The Bandwidth requirements of online Games must be supported by internet networks that support the speed and stability of the internet connection. When using online Games sometimes the connection is bad, so it makes a condition called lagging. Then make the online Game avatars do not move or the traffic is stuck. This makes online Game players lose to enemies because, when the online Game avatar is not moving it will be easy for the enemy to shoot
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40

Fiorella, 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.

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This study tested the effects of implementing a narrative computer-based educational game within a middle-school math class. Gameplay consisted of navigating through a virtual spaceship and completing missions by periodically engaging in learning-by-teaching activities that involved helping an avatar solve math problems. In a pretest/posttest matched-groups design, 58 middle-school students either played the game for 10 hours over 4 days in place of their typical math instruction (game group), or they received conventional math instruction that consisted of a matched set of practice problems (
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41

Liu, 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.

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The paper presents a conceptual framework and a metric instrument for assisting design and evaluating serious games for dementia family carers as the first step towards designing a game specifically designed to cater for their needs. The paper starts with a literature survey on dementia, dementia family carers and existing games for health issues. From this survey, three components of the carers’ needs (health, education and social), three platforms (social marketing, social media and games) and six game contents (game play, avatar portrayal, game world graphics, sound / music and storyline) w
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42

Damanhuri 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.

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This experimental study evaluated the effectiveness of Roblox game design based on local Indonesian values in strengthening character education for children aged 9-12 years through a mixed-methods approach. Involving 320 participants from 15 schools in Aceh Province, this study measured behavioral changes using the Moral Competence Game Scale (MCGS-α=0.87) and analyzed 1,250 transcripts of game interactions over a 12-week period. Quantitative results showed a significant increase in prosocial behavior (42%, p<0.01) and conflict resolution competence (d=0.63), while qualitative analysis reve
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43

Guingo, 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.

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The hospital is an environment that may induce both anxiety and pain in hospitalized children and their families. The use of games and distraction offers a solution to better manage anxiety and pain. The objective of the present paper is to introduce “A Friend for Life,” a multi-platform game based on the creation of customized avatars to help children hospitalized in the hematology-oncology unit cope with their everyday pain and anxiety. This smartphone and virtual reality application uses the IKEA Effect and transmedia storytelling to improve child engagement in the game. This game was devel
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44

Zarrad, 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.

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Avatar facial expression and animation in 3D Collaborative Virtual Environment (CVE) systems are reconstructed through a complex manipulation of all details that compose it like muscles, bones and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged out in the recent years due to its application in various domains; 3D disaster management and military training etc. These details simulation must be as realistic as possible to convey different emotions according to the constantly changing situations in CVE during the runtime. For example, in 3D disaster managemen
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45

Wang, 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.

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46

Sakurai, 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.

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People infer the internal characteristics (attitude, intent, thoughts, ability, relationship, etc.) of others (interpersonal cognition, IC) from the impressions they form from the personality or attributes of those others (impression formation). Studies premised on interpersonal communication in a seated condition have confirmed that, regardless of whether the communication is in the real world or in a media environment, the appearance of the other person affects IC and the outcome of the communication. People also develop relationships based on impressions or images of the other party. The ps
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47

Bourscheid, 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.

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Coletar dados, a partir do uso das tecnologias computacionais, sobre os jogadores ao longo da experiência lúdica é o que caracteriza os purposeful games, compreendidos neste estudo como jogos intencionais. Com base nessa categoria de jogos digitais, este trabalho apresenta o processo de produção do purposeful game Super Gotinha VS Desinformação. A iniciativa desafia o jogador a desenvolver a vida do avatar Gotinha, a partir da coleta de todas as vacinas que integram o cenário do jogo, do desvio dos ataques desinformativos e da eliminação de possíveis avatares da desinformação, para conquistar
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48

Bhattacharya, 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.

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The aim of the peer-to-peer (P2P) decentralized gaming industry has shifted towards realistic gaming environment (GE) support for game players (GPs). Recent innovations in the metaverse have motivated the gaming industry to look beyond augmented reality and virtual reality engines, which improve the reality of virtual game worlds. In gaming metaverses (GMs), GPs can play, socialize, and trade virtual objects in the GE. On game servers (GSs), the collected GM data are analyzed by artificial intelligence models to personalize the GE according to the GP. However, communication with GSs suffers fr
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49

Zarrad, 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.

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Анотація:
Avatar facial expression and animation in 3D collaborative virtual environment (CVE) systems are reconstructed through a complex manipulation of muscles, bones, and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged in the recent years due to its application in various domains: 3D disaster management, virtual shopping, and military training. In this work we proposed a new script language based on atomic parametric action to easily produce real-time facial animation. To minimize use of the game engine, we introduced script-based component where the user intro
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50

Pachoulakis, 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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Parkinson’s disease (PD) is a progressive neurodegenerative movement disorder where motor dysfunction gradually increases. PD-specific dopaminergic drugs can ameliorate symptoms, but neurologists also strongly recommend physiotherapy combined with regular exercise. As there is no known cure for PD, traditional rehabilitation programs eventually tire and bore patients to the point of losing interest and dropping out of those programs just because of the predictability and repeatability of the exercises. This can be avoided with the help of current technology, character-based, interactive 3D gam
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