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  1. Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in…
  2. Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in…
  3. Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13…
  4. The present research examined the background and consequences of different styles of engagement in video game play. Based on self-determination theory(1) and the dualistic model of passion,(2) the authors hypothesized that high levels of basic…
  5. Deep engagement in video game-playing has the potential to be to be one important determinant of the impact of playing violent video games, but there are currently no reliable measures of this subjective experience. To fill this gap, the Game…
  6. Generally, high-school students have been characterized as bored and disengaged from the learning process. However, certain educational designs promote excitement and engagement. Game-based learning is assumed to be such a design. In this study, the…
  7. Gameplay experience (GX) is created during the process of player-game in-teraction, where this interaction has the goal to provide a motivating, fun ex-perience for the player. Since GX is an important factor for the success of failure of a game, a…

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