nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
A close look into the storytelling process: The procedural nature of interactive digital narratives as learning opportunity
|
Gil, Maitê |
|
|
41 |
C |
p. |
artikel |
2 |
App types, user psychological and instrumental needs, and user experience in the sharing economy: An empirical research
|
Geng, Jie |
|
|
41 |
C |
p. |
artikel |
3 |
Data mining analytics investigate Facebook Live stream users’ behaviors and business models: The evidence from Thailand
|
Liao, Shu-Hsien |
|
|
41 |
C |
p. |
artikel |
4 |
Factors affecting continuous purchase intention of fashion products on social E-commerce: SOR model and the mediating effect
|
Hewei, Tian |
|
|
41 |
C |
p. |
artikel |
5 |
Game environment art with modular architecture
|
Statham, Wilhelmina Zoe |
|
|
41 |
C |
p. |
artikel |
6 |
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms
|
Porcino, Thiago |
|
|
41 |
C |
p. |
artikel |
7 |
Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to
|
Sajjadi, Pejman |
|
|
41 |
C |
p. |
artikel |
8 |
Influence of visual background complexity and task difficulty on action video game players’ performance
|
Caroux, Loïc |
|
|
41 |
C |
p. |
artikel |
9 |
It’s habit, not toxicity, driving hours spent in DOTA 2
|
Lee, Matthew |
|
|
41 |
C |
p. |
artikel |
10 |
Nature of arcade games
|
Gao, Yuexian |
|
|
41 |
C |
p. |
artikel |
11 |
Re-framing engagement for applied games: A conceptual framework
|
Kniestedt, Isabelle |
|
|
41 |
C |
p. |
artikel |
12 |
Serious video games and psychological support: A depression intervention among young cancer patients
|
Khan, Sehrish |
|
|
41 |
C |
p. |
artikel |
13 |
Two perspectives on gaming social capital among Korean adolescents’ gamers
|
Jung, Chang Won |
|
|
41 |
C |
p. |
artikel |