| MOBA games: A literature review |
8 |
| Are online role-playing games more social than multiplayer first-person shooters? Investigating how online gamers' motivations and playing habits are related to social capital acquisition and social support |
6 |
| An empirical validation of consumer video game engagement: A playful-consumption experience approach |
6 |
| EEG-triggered dynamic difficulty adjustment for multiplayer games |
6 |
| The influence of graphical elements on user's attention and control on a neurofeedback-based game |
5 |
| VirtualGym: A kinect-based system for seniors exercising at home |
5 |
| Behavioural realism and the activation of aggressive concepts in violent video games |
4 |
| Deploying learning materials to game content for serious education game development: A case study |
4 |
| Depth gaze and ECG based frequency dynamics during motion sickness in stereoscopic 3D movie |
4 |
| Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review |
4 |
| Proteingo: Motivation, user experience, and learning of molecular interactions in biological complexes |
4 |
| A VR-based the emergency rescue training system of railway accident |
4 |
| An analysis of players' personality type and preferences for game elements and mechanics |
4 |
| Adapting UX to the design of healthcare games and applications |
3 |
| Validity of the Kinect and Myo armband in a serious game for assessing upper limb movement |
3 |
| A Mixed Reality neighborhood tour: Understanding visitor experience and perceptions |
3 |
| Where the eyes meet: Lessons learned from shared gaze-based interactions in cooperative and competitive online games |
3 |
| Relating conversational topics and toxic behavior effects in a MOBA game |
3 |
| Use of virtual reality technologies as an Action-Cue Exposure Therapy for truck drivers suffering from Post-Traumatic Stress Disorder |
2 |
| Specification and evaluation of an assessment engine for educational games: Empowering educators with an assessment editor and a learning analytics dashboard |
2 |
| Way-finding on-board training for maritime vessels |
2 |
| Deconstructing who you play: Character choice in online gaming |
2 |
| Can visual familiarity influence attitudes towards brands? An exploratory study of advergame design and cross-cultural consumer behaviour |
2 |
| Comparison of various active video gameplays and consoles on the energy expenditure and cardiorespiratory responses in young male adult gamers |
2 |
| Understanding media multiplicities |
2 |
| Reinforcement learning with optimized reward function for stealth applications |
2 |
| Analyzing player networks in Destiny |
2 |
| Setting the digital stage: Defining game streaming as an entertainment experience |
2 |
| Impact of different immersive techniques on the perceived sense of presence measured via subjective scales |
2 |
| Player behavior and personality modeling for interactive storytelling in games |
2 |
| Game accessibility guidelines for people with sequelae from macular chorioretinitis |
2 |
| Modeling and adjusting in-game difficulty based on facial expression analysis |
1 |
| Smart substitutional reality: Integrating the smart home into virtual reality |
1 |
| Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare |
1 |
| PaCMAn: A 'principled' framework, arising from a systematic review of the literature, to underpin design and deployment of video games for motor skill acquisition |
1 |
| A serious game to practice stretches and exercises for a correct and healthy posture |
1 |
| Understanding the role of culture and cultural attributes in digital game localization |
1 |
| Localized constraint based deformation framework for triangle meshes |
1 |
| Player experience and deceptive expectations of difficulty adaptation in digital games |
1 |
| Rapid game jams with fluidic games: A user study & design methodology |
1 |
| First Time User Experiences in mobile games: An evaluation of usability |
1 |
| Understanding game sessions through provenance |
1 |
| The Revised Game Engagement Model: Capturing the subjective gameplay experience |
1 |
| Digital Seasons: How time of the year may shift video game play habits |
1 |
| Specification and evaluation of an assessment engine for educational games: Integrating learning analytics and providing an assessment authoring tool |
1 |
| Videogame-based tool for learning in the motor, cognitive and socio-emotional domains for children with Intellectual Disability |
1 |
| Predicting learning effects of computer games using the Gamified Knowledge Encoding Model |
1 |
| An affective serious game for collaboration between humans and robots |
1 |
| A personality-based emotional model for embodied conversational agents: Effects on perceived social presence and game experience of users |
1 |
| Exploring video games that invoke curiosity |
1 |