Abstract is missing.
- Exploring Virtual Reality (VR) to Foster Attention in Math Practice - Comparing a VR to a Non-VR GameMeike Belter, Heide K. Lukosch, Robert W. Lindeman, Yuanjie Wu, Frank Steinicke. 3-16 [doi]
- Students' Learning Outcomes Influenced by Textbook Selection: A Gamification Method Using Eye-Tracking TechnologyJu Chou, Bryan Zhao, Gene Hoyt, Sheri Silva. 17-29 [doi]
- The Gaming World of Educational Robotics. A Review StudyFilippo La Paglia, Daniele La Barbera, Barbara Caci. 30-42 [doi]
- Skull Hunt: An Educational Game for Teaching BiologyJulio Litwin Lima, Carla Denise Castanho, Luiz Belmonte, Veronica Slobodian, Guilherme Gomes Carvalho, Gabriela Hirata, Julia Klaczko. 43-60 [doi]
- Didactical Design Goes Rogue? Children's Playful Explorations While Engaged in Scaffolded Coding Activities Supported by RobotsJeanette Sjöberg, Eva Brooks. 61-80 [doi]
- Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy PerspectiveShufang Tan, Wendan Huang, Jialing Zeng, Junjie Shang. 81-93 [doi]
- Mathmages: e-Sports and Mathematics in the Amazon RegionSylker Teles, Isabelly Oliveira, Suziane Cundiff, Tarcinara Tavares, Rodrigo Rosas, Brendo Teles. 94-104 [doi]
- Enhancing Children's Cultural Empowerment Through Participatory Game Design Based on Hometown Ceramic CultureXianhe Zhang, Baosheng Wang. 105-114 [doi]
- Comparing Hedonic Consumption Experiences Between MOBA Games and VridesAmir Zaib Abbasi, Helmut Hlavacs, Umair Rehman. 117-124 [doi]
- Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends - An Exploratory StudyIan Nery Bandeira, Carla Denise Castanho, Tiago Barros Pontes e Silva, Mauricio Miranda Sarmet, Ricardo P. Jacobi. 125-140 [doi]
- Never Correct: The Novel Analysis of Differing Visual (Facial Expression) and Acoustic (Vocalization) Bimodal Displays of the Affective States "Pain", "Pleasure", and "Neutral"Silvia Boschetti, Hermann Prossinger, Violetta Prossinger-Beck, Tomás Hladký, Daniel Ríha, Jakub Binter. 141-150 [doi]
- Are Patterns Game for Our Brain? AI Identifies Individual Differences in Rationality and Intuition Characteristics of Respondents Attempting to Identify Random and Non-random PatternsSilvia Boschetti, Hermann Prossinger, Tomás Hladký, Daniel Ríha, Lenka Príplatová, Robin Kopecky, Jakub Binter. 151-161 [doi]
- Understanding Individual Differences in Mental Health and Video GamesMatthew Copeman, Jonathan Freeman. 162-175 [doi]
- An Exploration of Feared Versus Fearless Attack Attitudes Using the Chess Personalities of Virtual Chess PlayersKhaldoon Dhou. 176-185 [doi]
- Biofeedback-Controlled Video Games for Emotional RegulationAlexis Espinoza, Joaquín Larraín, Francisco J. Gutierrez. 186-197 [doi]
- "Should My Best Prove Insufficient, We Will Find Another Way": Time Loop Mechanics as Expressions of Hope in Digital GamesMonica Evans. 198-209 [doi]
- Your Favorite Gameplay Speaks Volumes About You: Predicting User Behavior and Hexad TypeReza Hadi Mogavi, Chao Deng, Jennifer Hoffman, Ehsan ul Haq, Sujit Gujar, Antonio Bucchiarone, Pan Hui 0001. 210-228 [doi]
- Does the Voice Reveal More Emotion than the Face? a Study with Animated AgentsJoshua E. Heller, Nicoletta Adamo, Nandhini Giri, Derek Larson. 229-242 [doi]
- Expected Human Performance Behavior in Chess Using Centipawn Loss AnalysisRafael V. Leite, Anderson V. C. de Oliveira. 243-252 [doi]
- Prediction of Quality of Experience (QoE) of Cloud-Gaming Through an Approach to Extracting the Indicators from User Generated Content (UGC)Siqi Li, Tao Wen, Hongyan Yan, Xiangang Qin. 253-262 [doi]
- Fiat Lux! Does the Lighting Design Affect Viewers' Perception of an Animated Character Personality?Abdelrahman Mehrez, Nicoletta Adamo, Nandhini Giri, Derek Larson. 263-272 [doi]
- From Stone Age to New Age Statistics: How Neural Networks Overcome the Irreproducibility Problems in Choice Based Profile CreationHermann Prossinger, Silvia Boschetti, Daniel Ríha, Libor Pacovský, Jakub Binter. 273-284 [doi]
- Playable Characters in Digital Games: Aesthetics and Gender Identity in Digital Game Player's PreferencesTânia Ribeiro, Rebeca Mendes, Ana Isabel Veloso. 285-300 [doi]
- Be a Gamer: A Psycho-Social Characterization of the PlayerTânia Ribeiro, Ana Isabel Veloso, Peter Brinson. 301-314 [doi]
- A Metamodel for Immersive Gaming Experiences in Virtual RealityFabiola Rivera, Francisco J. Gutierrez. 315-326 [doi]
- Task Significance in Digital Games: Controlled Experiment Shows Impact of Narrative Framing and Upgrades on Player ExperienceOwen Schaffer. 327-340 [doi]