nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
A comparative analysis of game experience in treadmill running applications
|
Martin, Micaela Y. |
|
|
52 |
C |
p. |
artikel |
2 |
A concise review of intelligent game agent
|
Li, Hui |
|
|
52 |
C |
p. |
artikel |
3 |
A constructive approach to strategy game map generation
|
Önal, Emre |
|
|
52 |
C |
p. |
artikel |
4 |
Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load
|
Xiang, Mengtong |
|
|
52 |
C |
p. |
artikel |
5 |
Adaptive mixed reality robotic games for personalized consumer robot entertainment
|
Kiran, Ajmeera |
|
|
52 |
C |
p. |
artikel |
6 |
Advancing personalized human-robot interaction in the smart world through emotional AI in entertainment robots
|
Aoudni, Yassine |
|
|
52 |
C |
p. |
artikel |
7 |
Alice Dalí augmented reality: Evaluating a cultural outdoors game for intergenerational play
|
Haahr, Mads |
|
|
52 |
C |
p. |
artikel |
8 |
A mixed-initiative design framework for procedural content generation using reinforcement learning
|
Dutra, Paulo Vinícius Moreira |
|
|
52 |
C |
p. |
artikel |
9 |
A monocular visual body enhancement algorithm for recreating simulation training games for sports students on the field
|
Liu, Guibo |
|
|
52 |
C |
p. |
artikel |
10 |
An AI-powered approach to the semiotic reconstruction of narratives
|
de Lima, Edirlei Soares |
|
|
52 |
C |
p. |
artikel |
11 |
Analysis of facial recognition attendance technology based on artificial intelligence algorithms in political course e-learning teaching
|
Chen, Lu |
|
|
52 |
C |
p. |
artikel |
12 |
An interchangeable editor to create generic and adaptable decision trees for versatile applications and game development scenarios
|
Barbosa, Rafael Garcia |
|
|
52 |
C |
p. |
artikel |
13 |
A novel framework for entertainment robots in personalized elderly care using adaptive emotional resonance technologies
|
Aggarwal, Kapil |
|
|
52 |
C |
p. |
artikel |
14 |
Application of artificial intelligence based on pattern recognition in music entertainment environment and automatic music recognition
|
Liu, Yuefang |
|
|
52 |
C |
p. |
artikel |
15 |
Application of digital entertainment experience based on intelligent interactive system in personalized fitness training system
|
Geng, Shuai |
|
|
52 |
C |
p. |
artikel |
16 |
Application of digital media entertainment technology based on soft computing in immersive experience of remote piano teaching
|
Wang, Jun |
|
|
52 |
C |
p. |
artikel |
17 |
Application of E-Learning entertainment learning based on intelligent interactive experience in English reading assistance mode
|
Chen, Hua |
|
|
52 |
C |
p. |
artikel |
18 |
Application of entertainment and fitness robots based on game interaction in sports training data analysis
|
Liu, Jian |
|
|
52 |
C |
p. |
artikel |
19 |
Application of entertainment e-learning mode based on genetic algorithm and facial emotion recognition in environmental art and design courses
|
Li, Shanshan |
|
|
52 |
C |
p. |
artikel |
20 |
Application of entertainment interactive robot based on speech recognition in English artificial intelligence teaching evaluation and automatic feedback
|
Xue, Yuanyuan |
|
|
52 |
C |
p. |
artikel |
21 |
Application of entertainment interactive robots based on deep learning in referee assistance mode in sports competitions
|
Xiaolong, Li |
|
|
52 |
C |
p. |
artikel |
22 |
Application of gamification based virtual robots in urban landscape Design: Interaction and entertainment experience in the design process
|
Wang, Wenling |
|
|
52 |
C |
p. |
artikel |
23 |
Application of gaming robot based on gait recognition algorithm in sports training and assistance system
|
Hu, Liangnan |
|
|
52 |
C |
p. |
artikel |
24 |
Application of social entertainment robots based on machine learning algorithms and the Internet of Things in collaborative art performances
|
Zhenhua, Zhao |
|
|
52 |
C |
p. |
artikel |
25 |
Application of speech recognition algorithm based on interactive artificial intelligence system in English video teaching system
|
Fu, Min |
|
|
52 |
C |
p. |
artikel |
26 |
Artificial intelligence based social robots in the process of student mental health diagnosis
|
Zhang, Jinyi |
|
|
52 |
C |
p. |
artikel |
27 |
Artificial intelligence based virtual gaming experience for sports training and simulation of human motion trajectory capture
|
Li, Zhengli |
|
|
52 |
C |
p. |
artikel |
28 |
Artificial intelligence robots based on machine learning and visual algorithms for interactive experience assistance in music classrooms
|
Fang, Jian |
|
|
52 |
C |
p. |
artikel |
29 |
A scoping literature review on influencing factors in live-streaming spectatorship experience
|
Pagáč, Tomáš |
|
|
52 |
C |
p. |
artikel |
30 |
BI in simulation analysis with gaming for decision making and development of knowledge management
|
Liu, Jie |
|
|
52 |
C |
p. |
artikel |
31 |
Breast cancer diagnosis through serious gaming: Clinical reasoning, AI-driven character morphing, and emotional engagement
|
Barbosa, Rafael Garcia |
|
|
52 |
C |
p. |
artikel |
32 |
Building imagination in 3D: The design by children with architecture and 3D printing
|
Sultan Qurraie, Bahar |
|
|
52 |
C |
p. |
artikel |
33 |
Characteristics determining customer’s preferences for OTT video streaming: A multivariate analysis
|
Kumar, Kailash |
|
|
52 |
C |
p. |
artikel |
34 |
Children’s sensory interaction music enlightenment system based on sensory interaction and game elements
|
Sun, Lian |
|
|
52 |
C |
p. |
artikel |
35 |
Co-designing cybersecurity-related stories with children: Perceptions on cybersecurity risks and parental involvement
|
Quayyum, Farzana |
|
|
52 |
C |
p. |
artikel |
36 |
Cognitive effect of product-based animation on interface aesthetics of web-based stores
|
Sertaç Ari, Emin |
|
|
52 |
C |
p. |
artikel |
37 |
Construction of teaching game evaluation model based on ISSA-BPNN
|
Feng, Bibo |
|
|
52 |
C |
p. |
artikel |
38 |
Corrigendum to “Movie recommendation based on ALS collaborative filtering recommendation algorithm with deep learning model” [Entertain. Comput. 51 (2024) 100715]
|
Li, Ni |
|
|
52 |
C |
p. |
artikel |
39 |
CyberFamily: A collaborative family game to increase children’s cybersecurity awareness
|
Quayyum, Farzana |
|
|
52 |
C |
p. |
artikel |
40 |
Data mining based on computer game search algorithm in Japanese E-learning and multi context translation
|
Jia, He |
|
|
52 |
C |
p. |
artikel |
41 |
Design and development of a gamified cognitive training program targeting executive functions for older adults
|
Nguyen, Lan |
|
|
52 |
C |
p. |
artikel |
42 |
Design and evaluation of an English speaking recommender system using word networks and context-aware techniques
|
Ding, Zhenyue |
|
|
52 |
C |
p. |
artikel |
43 |
Design and implementation of a survival game towards achieving user’s satisfaction by providing balanced difficulty
|
Pal, Tamal |
|
|
52 |
C |
p. |
artikel |
44 |
Design of political classroom interaction system in social virtual reality entertainment environment based on convolutional neural network
|
Dang, Jingwen |
|
|
52 |
C |
p. |
artikel |
45 |
Design of virtual interactive educational games based on human perception
|
Zhao, Lin |
|
|
52 |
C |
p. |
artikel |
46 |
Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis
|
Liu, Jia |
|
|
52 |
C |
p. |
artikel |
47 |
Differences in hand acceleration and digital reaction time between different skill levels of Counter Strike players
|
Luis Casado Rico, Jose |
|
|
52 |
C |
p. |
artikel |
48 |
Digital media entertainment technology based on artificial intelligence robot in art teaching simulation
|
Liao, Xiayan |
|
|
52 |
C |
p. |
artikel |
49 |
Educational computer games for burn prevention and first aid awareness
|
Paiva, Henrique Mohallem |
|
|
52 |
C |
p. |
artikel |
50 |
Eight types of video game experience
|
Vahlo, Jukka |
|
|
52 |
C |
p. |
artikel |
51 |
E-Learning system application in art entrepreneurship teaching based on multimodal feature fusion and neural network
|
Wang, Xinyi |
|
|
52 |
C |
p. |
artikel |
52 |
Emotional competences and the interaction with digital games in childhood: Scoping review
|
Ramos, Daniela Karine |
|
|
52 |
C |
p. |
artikel |
53 |
Emotional recognition and feedback of students in English e-learning based on computer vision and face recognition algorithms
|
Song, Xiaohuan |
|
|
52 |
C |
p. |
artikel |
54 |
Engaging youth in gender-based violence education through gamification: A user experience evaluation of different game modalities
|
Gini, Federica |
|
|
52 |
C |
p. |
artikel |
55 |
Enhancing ballet posture Teaching: Evaluation of a scientific computing model with motion capture integration
|
Huang, Ya |
|
|
52 |
C |
p. |
artikel |
56 |
Enhancing deep reinforcement learning for scale flexibility in real-time strategy games
|
Lemos, Marcelo Luiz Harry Diniz |
|
|
52 |
C |
p. |
artikel |
57 |
Entertainment analysis in gaming model for business management with decision making and Machine learning model
|
Karthiga, M. |
|
|
52 |
C |
p. |
artikel |
58 |
Entertainment gesture robot based on wireless sensor network for singing learning perception and interactive experience simulation
|
Huo, Meiji |
|
|
52 |
C |
p. |
artikel |
59 |
Entertainment performance robots application in music network classroom based on speech sensor recognition and artificial intelligence
|
Zhou, Xiaoshan |
|
|
52 |
C |
p. |
artikel |
60 |
Entertainment robot based on IoT and VR interaction for motion training posture monitoring
|
Tong, Shutao |
|
|
52 |
C |
p. |
artikel |
61 |
Entertainment robots based on digital new media application in real-time error correction mode for Chinese English translation
|
Geng, Yanmei |
|
|
52 |
C |
p. |
artikel |
62 |
Entertainment robots based on internet of things and artificial intelligence in the process of student stress and emotion recognition
|
Lu, Zhao |
|
|
52 |
C |
p. |
artikel |
63 |
Entertainment robots based on smartphone terminals for mobile network music E-learning mode
|
Jie, Yin |
|
|
52 |
C |
p. |
artikel |
64 |
Entertainment robots based on swarm intelligence algorithm applied in remote dance performances
|
Chen, Nan |
|
|
52 |
C |
p. |
artikel |
65 |
Entertainment robots for automatic detection and mitigation of cognitive impairment in elderly populations
|
Kalpana Chowdary, M. |
|
|
52 |
C |
p. |
artikel |
66 |
Entertainment robot simulation in interactive art process based on deep learning algorithms and gesture recognition
|
Lyu, Hanlu |
|
|
52 |
C |
p. |
artikel |
67 |
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system
|
Chen, Cheng |
|
|
52 |
C |
p. |
artikel |
68 |
Entertainment type robots based on machine learning and game teaching mode applied in dance action planning of art teaching
|
Chao, Jiang |
|
|
52 |
C |
p. |
artikel |
69 |
Experience of intelligent speech robot in music online classroom based on deep learning and virtual reality
|
Ying, Zhong |
|
|
52 |
C |
p. |
artikel |
70 |
Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum
|
Liu, Dong |
|
|
52 |
C |
p. |
artikel |
71 |
Exploring music-based attachment to video games through affect expressions in written memories
|
Tuuri, Kai |
|
|
52 |
C |
p. |
artikel |
72 |
Exploring player agency in educational video games
|
Joshi, Amogh |
|
|
52 |
C |
p. |
artikel |
73 |
Exploring the impact of smartphone dependency on real-life recreational activities: A theory of planned behaviour study
|
Nawaz, Saqib |
|
|
52 |
C |
p. |
artikel |
74 |
Extending a MAPE-K loop-based framework for Dynamic Difficulty Adjustment in single-player games
|
Souza, Carlos Henrique R. |
|
|
52 |
C |
p. |
artikel |
75 |
Game-changing intelligence: Unveiling the societal impact of artificial intelligence in game software
|
Kumar, Kailash |
|
|
52 |
C |
p. |
artikel |
76 |
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks
|
Melo, Sidney |
|
|
52 |
C |
p. |
artikel |
77 |
Game psychotherapy intervention based on entertainment interactive robots for preventing depression in university students
|
Shulian, Li |
|
|
52 |
C |
p. |
artikel |
78 |
Gamified learning experience based on digital media and the application of virtual teaching robots in dance teaching
|
Zhenyu, Shen |
|
|
52 |
C |
p. |
artikel |
79 |
Green landscape 3D reconstruction and VR interactive art design experience using digital entertainment technology and entertainment gesture robots
|
Weng, Jiankai |
|
|
52 |
C |
p. |
artikel |
80 |
How do different game genres impact adolescent players’ problematic game use?
|
Jo, Hyeon |
|
|
52 |
C |
p. |
artikel |
81 |
How does live streaming impact media content consumption? The effect of game live streaming on game players
|
Lee, Soyeon |
|
|
52 |
C |
p. |
artikel |
82 |
How do fandom types differ? A taxonomy of K-pop fandom with network embedding
|
Jin, Soyeon |
|
|
52 |
C |
p. |
artikel |
83 |
How technology augments Dance Movement Therapy for Autism Spectrum Disorder: A systematic review for 2017–2022
|
Quintar, Nicolás Araya |
|
|
52 |
C |
p. |
artikel |
84 |
Hybrid data clustering algorithm and interactive experience in E-learning electronic course simulation of legal education
|
Wang, Mengyao |
|
|
52 |
C |
p. |
artikel |
85 |
Hybrid Generation: Perceptions of social networks among Generation X in Portugal
|
Fernandes, Andreia |
|
|
52 |
C |
p. |
artikel |
86 |
Immersive artificial intelligence technology based on entertainment game experience in simulation of psychological health testing for university students
|
Chen, Lu |
|
|
52 |
C |
p. |
artikel |
87 |
Immersive e-learning application in intelligent teaching of English composition based on neural network algorithm
|
Zhao, Bing |
|
|
52 |
C |
p. |
artikel |
88 |
Immersive E-learning mode application in Chinese language teaching system based on big data recommendation algorithm
|
Ren, Chunjiao |
|
|
52 |
C |
p. |
artikel |
89 |
Immersive human–computer interaction and digital entertainment new media application in English e-learning mode
|
Yuan, Jing |
|
|
52 |
C |
p. |
artikel |
90 |
Immersive VR experience based on virtual robots in decorative material environment design simulation
|
Dongdong, Zheng |
|
|
52 |
C |
p. |
artikel |
91 |
Improved Non-Player Character (NPC) behavior using evolutionary algorithm—A systematic review
|
Armanto, Hendrawan |
|
|
52 |
C |
p. |
artikel |
92 |
Influence of social robots and digital media based on edge computing on dance performance entertainment environment
|
Pei, Li |
|
|
52 |
C |
p. |
artikel |
93 |
Intelligent entertainment robots based on path navigation planning in tourism intelligent services and user entertainment experience analysis
|
Rong, Ai |
|
|
52 |
C |
p. |
artikel |
94 |
Intelligent video recommendation and interactive e-learning mode for English teaching courses based on machine learning
|
He, Yutao |
|
|
52 |
C |
p. |
artikel |
95 |
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt
|
Kitromili, Sofia |
|
|
52 |
C |
p. |
artikel |
96 |
Interactive experience of cross-cultural Japanese communication e-learning intelligent system based on computer information security
|
Donglin, Zou |
|
|
52 |
C |
p. |
artikel |
97 |
Interactive experience of singing learning and perception using gesture robots based on artificial intelligence games
|
Qi, Wen |
|
|
52 |
C |
p. |
artikel |
98 |
Interactive robots for personalised multimodal comedy experiments
|
Ashok, K. |
|
|
52 |
C |
p. |
artikel |
99 |
Internet of Things for gaming: A review
|
Laghari, Asif Ali |
|
|
52 |
C |
p. |
artikel |
100 |
Linguistic factors in digital entertainment success: How review readability affects movie outcomes on Chinese online platforms
|
Fang, Xi |
|
|
52 |
C |
p. |
artikel |
101 |
Ludogenic innovation: How playing incentivizes technological innovation
|
Khalid, Mohd Nor Akmal |
|
|
52 |
C |
p. |
artikel |
102 |
Mathematical analysis of human motion vision capture image processing based on artificial intelligence
|
Zhao, Xinhui |
|
|
52 |
C |
p. |
artikel |
103 |
Micro and macro facial expressions by driven animations in realistic Virtual Humans
|
Montanha, Rubens Halbig |
|
|
52 |
C |
p. |
artikel |
104 |
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners
|
Weisi, Hiwa |
|
|
52 |
C |
p. |
artikel |
105 |
Modernizing sports an intelligent strategy for entertainment through internet of things in sports
|
Kedarnath Navandar, Rajesh |
|
|
52 |
C |
p. |
artikel |
106 |
Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners
|
Govender, Terence |
|
|
52 |
C |
p. |
artikel |
107 |
Navigating user engagement and cultural transitions in entertainment technology and social media based on activity management
|
Xia, Bao-Jun |
|
|
52 |
C |
p. |
artikel |
108 |
Optimization of image recognition and gamification training process for entertainment robots in basketball training games based on tracking technology
|
Chen, Dewei |
|
|
52 |
C |
p. |
artikel |
109 |
Participatory design of augmented reality games for word learning in autistic children: the parental perspective
|
El Shemy, Ibrahim |
|
|
52 |
C |
p. |
artikel |
110 |
Personalized recommendation based on improved speech recognition algorithm in music e-learning course simulation
|
Wang, Bin |
|
|
52 |
C |
p. |
artikel |
111 |
Piano harmony automatic adaptation system based on deep reinforcement learning
|
Guo, Hui |
|
|
52 |
C |
p. |
artikel |
112 |
Playing to learn: Game-based approach to financial literacy for generation Z
|
Lisana, Lisana |
|
|
52 |
C |
p. |
artikel |
113 |
Play, watch, analyze, repeat: How do players develop competitive gaming skills?
|
Wallner, Günter |
|
|
52 |
C |
p. |
artikel |
114 |
Prediction of psychological intervention for college students in digital entertainment media environment based on artificial intelligence and parallel computing algorithms
|
Cai, Bin |
|
|
52 |
C |
p. |
artikel |
115 |
Production and dissemination path of new media film and television content based on 5G technology
|
Zhang, Beibei |
|
|
52 |
C |
p. |
artikel |
116 |
Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners
|
Arnedo-Moreno, Joan |
|
|
52 |
C |
p. |
artikel |
117 |
Proposal and generation of endgame puzzles for an imperfect information game Geister
|
Hsueh, Chu-Hsuan |
|
|
52 |
C |
p. |
artikel |
118 |
Prov-DIFF: Play traces analysis through provenance differences
|
Costa Kohwalter, Troy |
|
|
52 |
C |
p. |
artikel |
119 |
Purpose matters: Video gaming impacts on addiction symptoms and academic performance of students with disabilities
|
Kuo, Hung Jen |
|
|
52 |
C |
p. |
artikel |
120 |
Research on digital entertainment media in English writing e-learning system based on interactive game learning method
|
Tianyi, Li |
|
|
52 |
C |
p. |
artikel |
121 |
Research on digital entertainment technology and gaming methods based on hidden Markov models in English e-learning classroom mode
|
Tang, Yiping |
|
|
52 |
C |
p. |
artikel |
122 |
Research on english E-learning teaching model based on digital entertainment and gamification experience: Interactive teaching experience
|
Han, Xiao |
|
|
52 |
C |
p. |
artikel |
123 |
Research on entertainment robots based on artificial intelligence interaction for human posture recognition and sports activity monitoring
|
Xiaochun, Chen |
|
|
52 |
C |
p. |
artikel |
124 |
Research on interactive sports game experience in physical training system based on digital entertainment technology and sensor devices
|
Zhang, Ying |
|
|
52 |
C |
p. |
artikel |
125 |
Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method
|
Song, Tingxin |
|
|
52 |
C |
p. |
artikel |
126 |
Research on the design of online gamified tourism education activities based on Moodle platform
|
Gao, Teng |
|
|
52 |
C |
p. |
artikel |
127 |
Research on the E-learning platform for art teaching and immersive digital entertainment experience based on improved neural networks
|
He, Lindong |
|
|
52 |
C |
p. |
artikel |
128 |
Research on the promotion of intelligent entertainment voice robots in personalized English learning based on data mining and gamified teaching experience
|
Geng, Yanmei |
|
|
52 |
C |
p. |
artikel |
129 |
Research on virtual entertainment robots based on machine learning algorithms providing psychological health services for college students
|
Ma, Xiao |
|
|
52 |
C |
p. |
artikel |
130 |
Research on visualization of environmental landscape design based on digital entertainment platform and immersive VR experience
|
Chen, Zhuo |
|
|
52 |
C |
p. |
artikel |
131 |
Revenue effects of Denuvo digital rights management on PC video games
|
Volckmann II, William M. |
|
|
52 |
C |
p. |
artikel |
132 |
Revolutionizing learning − A journey into educational games with immersive and AI technologies
|
Rapaka, Anuj |
|
|
52 |
C |
p. |
artikel |
133 |
Sensor based interactive digital entertainment and gamified training to alleviate basketball player fatigue
|
Hou, Yiming |
|
|
52 |
C |
p. |
artikel |
134 |
Simulation application of virtual robots and artificial intelligence based on deep learning in enterprise financial systems
|
Wenjing, Chen |
|
|
52 |
C |
p. |
artikel |
135 |
Simulation of artificial intelligence robots in dance action recognition and interaction process based on machine vision
|
Sumi, Ma |
|
|
52 |
C |
p. |
artikel |
136 |
Simulation of E-learning virtual interaction in Chinese language and literature multimedia teaching system based on video object tracking algorithm
|
Li, Meiying |
|
|
52 |
C |
p. |
artikel |
137 |
Simulation of entertainment interactive robots based on intelligent algorithms in personalized fitness training systems
|
Ke, Ni |
|
|
52 |
C |
p. |
artikel |
138 |
Simulation of interaction E-learning mode in political courses based on virtual reality and digital entertainment environment
|
Zhang, Lei |
|
|
52 |
C |
p. |
artikel |
139 |
Simulation of street landscape design based on machine learning and entertainment design robots: An interactive entertainment design experience
|
Lin, Wang |
|
|
52 |
C |
p. |
artikel |
140 |
Social entertainment robot based on neural network algorithm in personalized music course simulation
|
Gao, Bo |
|
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Social robot assisted music course based on speech sensing and deep learning algorithms
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Special issue on “Entertainment for tomorrow: Sustaining AI and IoT in an eco-conscious world”
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Street landscape environment design based on visual technology and entertainment robots: Computer simulation gamification landscape design
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SyDRA: An approach to understand game engine architecture
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Temporality of online reactions to fictional characters’ death
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The application of artificial intelligence technology in the tactical training of football players
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The application of effective tracking model in the design of student knowledge education games
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The impact of performance degree on players: Exploring player enjoyment and engagement in the dynamic of game process
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The influence of social distance perception among gamers on relationships between game motivation and interpersonal competency
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The perceived risk and return, curiosity, and control analysis of online gambling intention among Gen Z and Millennials using extended UTAUT3
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The revised model for initial and continued involvement in fantasy football
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Towards gamification for spatial digital learning environments
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Transformation of labor: Educational robotics coding in elementary schools for 21st century skills
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Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming
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Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors
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User entertainment experience analysis of artificial intelligence entertainment robots based on convolutional neural networks in park plant landscape design
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Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study
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Using provenance and replay for qualitative analysis of gameplay sessions
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Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM
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Virtual ecological landscape design of theme parks based on entertainment robots and VR devices
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Virtual entertainment robot based on artificial intelligence image capture system for sports and fitness posture recognition
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Virtual robots based on digital images and machine learning in green landscape design
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Virtual robots based on multi task scheduling algorithms in visual graphic design and digital art applications
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What drives user churn in serious games? An empirical examination of the TAM, SOR theory, and game quality in Chinese cultural heritage games
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WITHDRAWN: Sustainable practices in entertainment computing
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Wushu Movement Recognition System Based on DTW Attitude Matching Algorithm
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