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Entertainment Computing, Volume 38
Volume 38, May 2021
- Laura M. van der Lubbe
, Charlotte Gerritsen
, Michel C. A. Klein, Koen V. Hindriks:
Empowering vulnerable target groups with serious games and gamification. 100402 - Manuel López-Ibáñez
, Maximiliano Miranda, Nahum Álvarez, Federico Peinado:
Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality. 100404 - Maria C. Ramos-Vega
, Victor M. Palma-Morales, Diana Pérez-Marín
, Javier M. Moguerza
:
Stimulating children's engagement with an educational serious videogame using Lean UX co-design. 100405 - Hanna Klecka, Ian Johnston, Nicholas David Bowman
, C. Shawn Green:
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior. 100406 - So-Jung Shin, Dahye Jeong, Eunil Park:
Effects of conflicts on outcomes: The case of multiplayer online games. 100407 - Adam J. Toth
, Eoin Conroy
, Mark John Campbell
:
Beyond action video games: Differences in gameplay and ability preferences among gaming genres. 100408 - Maria Renata de Mira Gobbo, Cinthyan Renata Sachs C. de Barbosa, Marcelo Morandini, Fernanda Mafort, José Luiz Villela Marcondes Mioni:
ACA game for individuals with Autism Spectrum Disorder. 100409 - Marçal Mora Cantallops
, Eva Muñoz, Roberto Santamaría, Salvador Sánchez-Alonso
:
Identifying communities and fan practices in online retrogaming forums. 100410 - Alf Inge Wang:
Systematic literature review on health effects of playing Pokémon Go. 100411 - Slobodan Adzic, Jarrah Al-Mansour, Hasnain Naqvi, Slobodan Stambolic:
The impact of video games on Students' educational outcomes. 100412 - José Lauciano Ferreira de Almeida, Liliane dos Santos Machado:
Design requirements for educational serious games with focus on player enjoyment. 100413 - Seyeon Lee, Chungkon Shi, Young Yim Doh
:
The relationship between co-playing and socioemotional status among older-adult game players. 100414 - Ahmed Hassan, Niels Pinkwart, Muhammad Shafi:
Serious games to improve social and emotional intelligence in children with autism. 100417 - Iftikhar Alam, Shah Khusro
, Mumtaz Khan
:
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions. 100418 - Nilakshi Yein
, Swati Pal:
Analysis of the user acceptance of exergaming (fall- preventive measure) - Tailored for Indian elderly using unified theory of acceptance and use of technology (UTAUT2) model. 100419 - Linda K. Kaye:
Understanding the "social" nature of digital games. 100420 - Wilson Kazuo Mizutani, Vinícius K. Daros, Fabio Kon
:
Software architecture for digital game mechanics: A systematic literature review. 100421 - Vincent Breault, Sébastien Ouellet, Jim Davies:
Let CONAN tell you a story: Procedural quest generation. 100422 - Jacqueline M. Fulvio, Mohan Ji, Bas Rokers
:
Variations in visual sensitivity predict motion sickness in virtual reality. 100423 - Soraia Raupp Musse, Maria Andréia Formico Rodrigues, Suely Fragoso, João Mattar:
Guest Editorial: SBGames 2018. 100424 - Hoda Golrang, Ehram Safari
:
Applying gamification design to a donation-based crowdfunding platform for improving user engagement. 100425 - Yigang Liu
:
Review of Bernard De Koven's imagination theory: The epilogue of a playful journey. 100426 - Carlos Carbonell-Carrera
, Allison J. Jaeger, José Luís Saorín, Dámari Melian, Jorge de la Torre:
Minecraft as a block building approach for developing spatial skills. 100427 - Ibtissem Daoudi
, Raoudha Chebil, Erwan Tranvouez, Wided Lejouad Chaari
, Bernard Espinasse:
Improving Learners' Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach. 100428 - Rafael Prieto de Lope, Nuria Medina-Medina, Matias Urbieta, Alejandra Beatriz Lliteras, Antonio Mora García:
A novel UML-based methodology for modeling adventure-based educational games. 100429
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