Abstract is missing.
- Stocks Investment Decision-Making: A Theoretical ModelSaeed Abooleet, Fan Zhao, Xiaowen Fang. 3-18 [doi]
- Games as Cinematic Experiences: Discussing Filmic Modes and Ludic Elements in Video-Game StorytellingNatalia Arsenopoulou, Anna Poupou, Charalampos Rizopoulos. 19-38 [doi]
- A Survey on Application of Game Design Element in EdutainmentSouad Ahmad Baowidan. 39-50 [doi]
- Level Flow Patterns in Game DesignMichael Brandse. 51-65 [doi]
- Making the Digital Tangible Through Analog Games: Design Retrospective of Digital Literacy GamesScott DeJong. 66-80 [doi]
- GPU Based Position Based Dynamics for Surgical SimulatorsDoga Demirel, Jason Smith, Sinan Kockara, Tansel Halic. 81-88 [doi]
- Innovative Thinking About Human-Computer Interaction in Interactive Narrative GamesXintong Gao, Wei Yu. 89-99 [doi]
- Visual Guidance in Game Level DesignGang Guo. 100-113 [doi]
- Toward a Toolkit for Co-designing Collaborative Play Tool with and for Autistic ChildrenMohamad Hassan Hijab, Dena Al-Thani, Joselia Neves, Nahwan Al Aswadi, Shaza Khatab. 114-132 [doi]
- Visual Summarisations for Computer-Assisted Live Color Casting and Direction in League of LegendsGeorge Margetis, Konstantinos C. Apostolakis, Stavroula Ntoa, Ioannis Chatzakis, Eirini Sykianaki, Ioannis Markopoulos, Constantine Stephanidis. 133-153 [doi]
- Toward Computationally-Supported Roleplaying for Perspective-TakingCaglar Yildirim, Sercan Sengün, Pakinam Amer, JJ Hawke, D. Fox Harrell. 154-171 [doi]
- Critical Success Factors to Evaluate Startup SuccessStephanie Zhao, Lauren Fang, Gene Hoyt, Fan Zhao. 172-186 [doi]
- A More Reasonable Mecha Design Approach in AI - Mecha Characters with Tang Dynasty Elements as an ExampleYubin Zhong, Jing Luo. 187-201 [doi]
- Driving Consumer Value Co-creation and Repurchase Intention and e-WOM by Gameful Experience in GamificationHassan Alsaggaf. 205-221 [doi]
- "Escapad" Dance Serious Game: Designing a Therapeutic Tool for Elderly with Mild Cognitive ImpairmentSawsen Ayari, Olivier Gavarry, Alexandre Abellard. 222-236 [doi]
- Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary LifestyleErik Berglund, Izabella Jedel, Aseel Berglund. 237-251 [doi]
- Rethinking Gamification Through Artificial IntelligenceStephen Bezzina, Alexiei Dingli. 252-263 [doi]
- Serious Game Design for High-Risk Training - The Case of Offshore Wind Turbine Maintenance Personnel TrainingShin-Mei Chen, Meng-Dar Shieh, Shun-Yuan Cheng. 264-282 [doi]
- Fits Like a Game: A Multi-criteria Adaptive Gamification for Collaborative Location-Based Collecting SystemsMaría Dalponte Ayastuy, Alejandro Fernández, Diego Torres. 283-298 [doi]
- Student's View on Hate Speech: Gamified Annotation for Educational UseJan Fillies, Raimi Solorzano Niederhausen, Silvio Peikert, Adrian Paschke. 299-312 [doi]
- Verification of Repetition of Playing a Game for Activity Selection in a GroupSatoki Fujimoto, Masayuki Ando, Kouyou Otsu, Tomoko Izumi. 313-323 [doi]
- Systematic Review: Incorporating Serious Games into Public Environmental Education on Urban Wildlife IssuesKeyi Gu, Zhifeng Jin, Xinghui Chen, Jingyu Zhou, Jialin Ma, Zhejun Liu. 324-342 [doi]
- Using Gamification to Activate University Library UseTakahiro Kitamura, Yasuyuki Sumi. 343-359 [doi]
- Orpheus' JourneyDavid A. Plecher, Leonie Wargitsch, Christian Eichhorn 0002, Gudrun Klinker. 360-369 [doi]
- Prototyping Gamification Apps Using Board Games: A Case Study of Muscle Stretching AppMeng-Dar Shieh, Yi-Lin Tsai, Fang-Chen Hsu, Chih-Chieh Yang. 370-385 [doi]
- Empathy Game: Using the Game as SPRINT Warm-Up Process in a Cross-Disciplinary Team Co-creationChi-Chi Shih, Teng-Wen Chang, Shih-Ting Tsai, Hsiang-Ting Chien, Cheng-Chun Hong, Pei-Yun Wu. 386-396 [doi]
- Research on the Design of Gamified Cervical Spine Exercise APP Based on OctalysisQin Yang, Hong Chen, Xiaoran Zhao. 397-411 [doi]
- Exploring the Efficacy of Persuasion Strategies for Different User Types in Games that Encourage Environmentally BehaviorSiyu Yue, Yongyan Guo. 412-431 [doi]