nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
ACA game for individuals with Autism Spectrum Disorder
|
de Mira Gobbo, Maria Renata |
|
|
38 |
C |
p. |
artikel |
2 |
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
|
Yein, Nilakshi |
|
|
38 |
C |
p. |
artikel |
3 |
A novel UML-based methodology for modeling adventure-based educational games
|
P. De Lope, Rafael |
|
|
38 |
C |
p. |
artikel |
4 |
Applying gamification design to a donation-based crowdfunding platform for improving user engagement
|
Golrang, Hoda |
|
|
38 |
C |
p. |
artikel |
5 |
Beyond action video games: Differences in gameplay and ability preferences among gaming genres
|
Toth, Adam J. |
|
|
38 |
C |
p. |
artikel |
6 |
Design requirements for educational serious games with focus on player enjoyment
|
Ferreira de Almeida, José Lauciano |
|
|
38 |
C |
p. |
artikel |
7 |
Effects of conflicts on outcomes: The case of multiplayer online games
|
Shin, So-Jung |
|
|
38 |
C |
p. |
artikel |
8 |
Empowering vulnerable target groups with serious games and gamification
|
van der Lubbe, L.M. |
|
|
38 |
C |
p. |
artikel |
9 |
Guest Editorial: SBGames 2018
|
Musse, Soraia Raupp |
|
|
38 |
C |
p. |
artikel |
10 |
Identifying communities and fan practices in online retrogaming forums
|
Mora-Cantallops, Marçal |
|
|
38 |
C |
p. |
artikel |
11 |
Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach
|
Daoudi, Ibtissem |
|
|
38 |
C |
p. |
artikel |
12 |
Let CONAN tell you a story: Procedural quest generation
|
Breault, Vincent |
|
|
38 |
C |
p. |
artikel |
13 |
Minecraft as a block building approach for developing spatial skills
|
Carbonell-Carrera, C. |
|
|
38 |
C |
p. |
artikel |
14 |
[No title]
|
Liu, Yigang |
|
|
38 |
C |
p. |
artikel |
15 |
Personalized content recommendations on smart TV: Challenges, opportunities, and future research directions
|
Alam, Iftikhar |
|
|
38 |
C |
p. |
artikel |
16 |
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior
|
Klecka, Hanna |
|
|
38 |
C |
p. |
artikel |
17 |
Serious games to improve social and emotional intelligence in children with autism
|
Hassan, Ahmed |
|
|
38 |
C |
p. |
artikel |
18 |
Software architecture for digital game mechanics: A systematic literature review
|
Mizutani, Wilson K. |
|
|
38 |
C |
p. |
artikel |
19 |
Stimulating children’s engagement with an educational serious videogame using Lean UX co-design
|
Ramos-Vega, Maria C. |
|
|
38 |
C |
p. |
artikel |
20 |
Systematic literature review on health effects of playing Pokémon Go
|
Wang, Alf Inge |
|
|
38 |
C |
p. |
artikel |
21 |
The impact of video games on Students’ educational outcomes
|
Adžić, Slobodan |
|
|
38 |
C |
p. |
artikel |
22 |
The relationship between co-playing and socioemotional status among older-adult game players
|
Lee, Seyeon |
|
|
38 |
C |
p. |
artikel |
23 |
Understanding the “social” nature of digital games
|
Kaye, Linda K. |
|
|
38 |
C |
p. |
artikel |
24 |
Using gestural emotions recognised through a neural network as input for an adaptive music system in virtual reality
|
López Ibáñez, Manuel |
|
|
38 |
C |
p. |
artikel |
25 |
Variations in visual sensitivity predict motion sickness in virtual reality
|
Fulvio, Jacqueline M. |
|
|
38 |
C |
p. |
artikel |