Abstract is missing.
- Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so DoingBenjamin Ultan Cowley. 3-22 [doi]
- Hermeneutic Relations in VR: Immersion, Embodiment, Presence and HCI in VR GamingLeighton Evans, Michal Rzeszewski. 23-38 [doi]
- A Tool to Support Players Affective States Assessment Based on Facial Expressions AnalysisMarcos C. Fleury, Tiago B. P. e Silva, Mauricio M. Sarmet, Carla Denise Castanho. 39-57 [doi]
- Can We Predict the Best Gamification Elements for a User Based on Their Personal Attributes?Wad Ghaban, Robert J. Hendley. 58-75 [doi]
- Pixel Perfect: Fashion Styling in Virtual Character Design ProcessNandhini Giri, Erik Stolterman. 76-87 [doi]
- A System to Reduce Discomfort of Taunted Player in Multiplayer Online GamesToshiki Goto, Yu Shibuya. 88-96 [doi]
- InCuDe: Heuristics for Enhancing Spectator Experience in Streamed GamesMatthew Horton, Janet C. Read, Christopher Willitts. 97-116 [doi]
- Building Human-Autonomy Teaming Aids for Real-Time Strategy GamesChristianne Izumigawa, Crisrael Lucero, Lena Nans, Kurt Frederiksen, Oliver Hui, Iovanni Enriquez, Seana Rothman, Rebecca Iden. 117-127 [doi]
- Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for HealthYirou Li, John E. Muñoz, Samira Mehrabi, Laura Middleton, Shi Cao, Jennifer Boger. 128-147 [doi]
- Applying Social Gamification in a Gamified Point SystemBoyang Liu, Jiro Tanaka. 148-161 [doi]
- The Impact of Fulfilling a Desire for Idealism on Task Engagement and Enjoyment in Digital GamesOwen Schaffer, Xiaowen Fang. 162-178 [doi]
- Guidance Is Good or Avoid Too Much Hand-Holding? Proposing a Controlled Experiment on the Impact of Clear Proximal Goals on Digital Game EnjoymentOwen Schaffer. 179-185 [doi]
- Gender Differences When School Children Develop Digital Game-Based Designs: A Case StudyJeanette Sjöberg, Eva Brooks. 186-201 [doi]
- Virtual Tourism in a Game Environment: Untangling Judged Affordances and Sense of PlaceIngvar Tjøstheim, John A. Waterworth. 202-217 [doi]
- Wizard of Oz and the Design of a Multi-player Mixed Reality GameNiklas Torstensson, Tarja Susi, Ulf Wilhelmsson, Mikael Lebram. 218-232 [doi]
- Gender and Genre Differences in Multiplayer Gaming MotivationsDonghee Yvette Wohn, Rabindra Ratan, Leticia Cherchiglia. 233-248 [doi]
- Customer Inspiration via Advertising Value of Pop-Up Ads in Online GamesAmir Zaib Abbasi, Ali Hussain, Helmut Hlavacs, Muhammad Umair Shah, Ding Hooi Ting, Umair Rehman. 251-259 [doi]
- A Warning: Potential Damages Induced by Playing XR GamesJakub Binter, Daniel Ríha, Hermann Prossinger. 260-270 [doi]
- Impact of Competitive Versus Cooperative Exergame Play on Releasing Anxiety Among Male University StudentsBoyang Fan, Xueni Cao, Jingran He, Ting Han. 271-281 [doi]
- The Role of Parenting Styles and Parents' Involvement in Young Children's Videogames UseHeqing Huang, You Zhou, Fangbing Qu, Xiaocen Liu. 282-294 [doi]
- The Relation Between Video Game Experience and Children's Attentional NetworksHui Li, Muyun Long, Kaveri Subrahmanyam. 295-304 [doi]
- Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children? - A Randomized Controlled TrialXiaocen Liu, Heqing Huang, Kai Yu, Donghui Dou. 305-317 [doi]
- Relationship Between Young Children's Problematic Behaviors, Videogaming Status, and Parenting StylesFangbing Qu, Changwei Gu, Heqing Huang, Aozi Zhang, Meng Sun, Xiaocen Liu. 318-329 [doi]
- Non-intrusive Measurement of Player Engagement and Emotions - Real-Time Deep Neural Network Analysis of Facial Expressions During Game PlayDines Rae Selvig, Henrik Schoenau-Fog. 330-349 [doi]
- Brain-Controlled Drone Racing Game: A Qualitative AnalysisDante Tezza, Derek Caprio, Sarah Garcia, Blanche Pinto, Denis Laesker, Marvin Andujar. 350-360 [doi]
- An Analysis of Engagement Levels While Playing Brain-Controlled GamesDante Tezza, Derek Caprio, Blanche Pinto, Isabella Mantilla, Marvin Andujar. 361-372 [doi]
- A Cooperative Storytelling Card Game for Conflict Resolution and EmpathyByung-Chull Bae, Hyun-Jee Kim. 375-384 [doi]
- A Self-adaptive Serious Game for Eye-Hand Coordination TrainingLeonardo Cardia da Cruz, César A. Sierra Franco, Greis Francy M. Silva-Calpa, Alberto Barbosa Raposo. 385-397 [doi]
- Serious Game Design for and with Adolescents: Empirically Based Implications for Purposeful GamesBarbara Göbl, Dayana Hristova, Suzana Jovicic, Helmut Hlavacs. 398-410 [doi]
- Games for Cybersecurity Decision-MakingAtif Hussain, Kristen Kuhn, Siraj Ahmed Shaikh. 411-423 [doi]
- Mobile Augmented Reality App for Children with Autism Spectrum Disorder (ASD) to Learn Vocabulary (MARVoc): From the Requirement Gathering to Its Initial EvaluationKamran Khowaja, Dena Al-Thani, Asma Osman Hassan, Asadullah Shah, Siti Salwah Salim. 424-437 [doi]
- WeRehab: Assisting Cannabis Rehabilitation via Mobile ApplicationYuan Long, Kuang-Yuan Huang. 438-447 [doi]
- Learning Programming in Virtual Reality EnvironmentsFlornaldine Pierre, Fan Zhao, Anna Koufakou. 448-457 [doi]
- Learn to Cook for Yourself: Employing Gamification in a Recipe App Design to Promote a Healthy Living Experience to Young GenerationPengyu Patrick Ren, Zhenyu Cheryl Qian, Jung Joo Sohn. 458-470 [doi]
- Adaptive Puzzle Generation for Computational ThinkingMarco Scirea. 471-485 [doi]
- A Systematic Review of Game Learning Research in ChinaJingying Wang, Qianru Song, Shoubao Gao, Yuhong Tao. 486-502 [doi]
- Conceptual Change in Preschool Science Education: Evaluating a Serious Game Designed with Image Schemas for Teaching Sound ConceptYiqi Xiao, Chenhan Jiang. 503-520 [doi]
- A Mixed Method Approach to Evaluate Web 2.0 Applications in Business GamesSusann Zeiner-Fink, Anne Goy, Angelika C. Bullinger. 521-531 [doi]