作者: glisten 時間: 2025-3-21 21:41
Klaus Kamps,Heike Scholten-Reichlinntly lowest scores on PERMA factors and well-being, which may have meaningful implications for future research on problematic gaming. There were no gender differences in playing time or the importance of video games in players’ lives. However, there were some gender differences in genre preferences,作者: facilitate 時間: 2025-3-22 02:00
Trans-Cultural Leadership for Transformationofessionals, academics, and students of game development courses). Each participant was assigned with the task of fitting a pre-selected set of games within the framework. The results indicate good coverage of the main concepts with satisfactory consistency.作者: Terrace 時間: 2025-3-22 05:15
Trans-European Transport Networks,this method, a series of experiments and evaluations were conducted. The experimental results provide evidence to support the notion that training with heart rate can effectively assist players in stress control during a custom FPS game.作者: 廣口瓶 時間: 2025-3-22 11:03
,Vision — Konstruktion — Demonstration,are still issues in terms of accessibility features that need to be addressed to make serious games more accessible to diverse target groups’ needs. Therefore, the focus of this paper is on discussing accessibility issues, examining and discussing the limitations of existing serious games in this co作者: 螢火蟲 時間: 2025-3-22 16:25 作者: 螢火蟲 時間: 2025-3-22 18:58
Laurent Maillet-Contoz,Frank Ghenassia food waste reduction. Based on the potential that games have to engage children, this work proposes the design of a game targeting children ages eight to twelve years old to raise awareness about some of the best practices for food waste reduction in household consumers.作者: EWER 時間: 2025-3-22 22:18
,Einige zus?tzliche Aphorismen,We found significant indications for androcentric language. Masculine terms were used more often than feminine overall and especially when referring to mixed-gender groups. Results also showed some indicators of gendered infantilizing. The label “girl” was used in a higher proportion compared to oth作者: ALIBI 時間: 2025-3-23 04:58 作者: 縮減了 時間: 2025-3-23 07:20
Seligman’s PERMA Model in Video Games – The Positive Influence of Video Games on Well-Beingntly lowest scores on PERMA factors and well-being, which may have meaningful implications for future research on problematic gaming. There were no gender differences in playing time or the importance of video games in players’ lives. However, there were some gender differences in genre preferences,作者: 發(fā)誓放棄 時間: 2025-3-23 12:24 作者: PTCA635 時間: 2025-3-23 14:19
Method for?Training Player Emotion in?a?Custom FPS Game Using Heart Ratethis method, a series of experiments and evaluations were conducted. The experimental results provide evidence to support the notion that training with heart rate can effectively assist players in stress control during a custom FPS game.作者: 偽證 時間: 2025-3-23 19:17
Accessibility Issues Within Serious Games in Engineering Education for Visual Impairmentare still issues in terms of accessibility features that need to be addressed to make serious games more accessible to diverse target groups’ needs. Therefore, the focus of this paper is on discussing accessibility issues, examining and discussing the limitations of existing serious games in this co作者: CROW 時間: 2025-3-24 01:05 作者: 熱情的我 時間: 2025-3-24 02:59 作者: 把…比做 時間: 2025-3-24 08:31 作者: GILD 時間: 2025-3-24 13:20 作者: 狂熱語言 時間: 2025-3-24 16:24 作者: INERT 時間: 2025-3-24 22:22 作者: 觀點 時間: 2025-3-24 23:12 作者: 無可非議 時間: 2025-3-25 07:19 作者: 祖先 時間: 2025-3-25 10:59 作者: Hiatus 時間: 2025-3-25 12:02
History-Taking and Clinical Examinationme was not confusing for most users and that the split screen did change the in-game behavior and the vision of the story. However a minority of players reported that split screen improved their learning.作者: MULTI 時間: 2025-3-25 19:52 作者: Coordinate 時間: 2025-3-25 23:00 作者: 大炮 時間: 2025-3-26 02:32 作者: jealousy 時間: 2025-3-26 06:27 作者: osteoclasts 時間: 2025-3-26 09:49 作者: Palpate 時間: 2025-3-26 12:41 作者: 反應 時間: 2025-3-26 17:55 作者: 肌肉 時間: 2025-3-27 00:56
https://doi.org/10.1007/978-1-4842-7023-3 and voice. Through collecting data from iCube, users’ feedback will be integrated and visualized in real time. Rather than get a visually appealing result, this study focuses on how individuals interact with the device and create generative art through collaboration.作者: flammable 時間: 2025-3-27 02:55 作者: 季雨 時間: 2025-3-27 08:17 作者: 粘土 時間: 2025-3-27 13:00
i-Cube, an (In)tangible Interface for Multi-user Generative Art Creation and voice. Through collecting data from iCube, users’ feedback will be integrated and visualized in real time. Rather than get a visually appealing result, this study focuses on how individuals interact with the device and create generative art through collaboration.作者: ARM 時間: 2025-3-27 15:35
Dynamic Difficulty Adjustment by?Performance and?Player Profile in?Platform Gamefferent mechanisms of a DDA system for a platform game to adequately adapt its difficulty level and keep the player in a state of flow. The proposed adjustment varies the size of the platform and the height of the jump, comparing different approaches from the game systems. Tests were made with sampl作者: 樹木中 時間: 2025-3-27 18:02
A Data-Driven Classification of?Video Game Vocabularyed tags of the video game digital distribution service Steam to better understand what words are essential to players for describing a game. Our method is data-driven as we consider for each game on Steam how many players assigned each tag to it. We introduce a new metric, the priority of a Steam ta作者: chemoprevention 時間: 2025-3-28 00:55
Prov-Replay: A Qualitative Analysis Framework for?Gameplay Sessions Using Provenance and?Replayrous techniques exist for collecting data with distinct objectives. Among the strategies employed for analyzing gameplay sessions, the collection and analysis of provenance data emerge as prominent. In this paper, we improve provenance approaches through a Prov-Replay conceptual framework. Our frame作者: etiquette 時間: 2025-3-28 04:37
Seligman’s PERMA Model in Video Games – The Positive Influence of Video Games on Well-Being on Seligman’s PERMA model (2011), which links the fulfillment of different factors (., ., ., ., .) to flourishing mental-health, the present research examined positive video game effects on the different PERMA factors and well-being. It investigated how well-being varies across gaming-related facto作者: 連詞 時間: 2025-3-28 06:53 作者: Omnipotent 時間: 2025-3-28 11:45 作者: cluster 時間: 2025-3-28 14:36 作者: AV-node 時間: 2025-3-28 19:15
Accessibility Issues Within Serious Games in Engineering Education for Visual Impairment active participation from learners, encouraging them to apply knowledge and skills in a practical context. They can simulate real-world scenarios, allowing students to practice decision-making, problem-solving, and critical thinking skills. Studies show that serious games have shown promising outco作者: DEMN 時間: 2025-3-29 02:05 作者: 多山 時間: 2025-3-29 06:31 作者: 松雞 時間: 2025-3-29 08:45 作者: 聚集 時間: 2025-3-29 14:26
Acquiring and Assessing 21st Century Skills Through Game Development: A Case Study with an Escape Gah school students. In Game Development-Based Learning (GDBL), the use of customisable template eases the technical cost of entry, provides a structure to guide and motivate students as well as provides learning traces for the teachers. Through the modification of the template, students can engage in作者: 廢止 時間: 2025-3-29 19:21 作者: 障礙物 時間: 2025-3-29 21:22
Girls vs. Men - The Prevalence of Gender-Biased Language in Popular YouTube Videosr forms of sexism remain scarcely researched on social media, which is an important context of daily life especially for younger generations. The present content analysis examined 30 full transcripts of YouTube videos for evidence of online gender-biased and benevolent sexist language. The videos we作者: 無能性 時間: 2025-3-30 03:49
i-Cube, an (In)tangible Interface for Multi-user Generative Art Creations, and designs. What sets it apart from traditional art forms is the level of interaction between people and the medium of creation, as most generative art requires collaboration between the artist, participants, and technology to produce visually engaging and thought-provoking outputs. This study a作者: ABYSS 時間: 2025-3-30 04:16
fferent mechanisms of a DDA system for a platform game to adequately adapt its difficulty level and keep the player in a state of flow. The proposed adjustment varies the size of the platform and the height of the jump, comparing different approaches from the game systems. Tests were made with sampl作者: 名次后綴 時間: 2025-3-30 09:14
ed tags of the video game digital distribution service Steam to better understand what words are essential to players for describing a game. Our method is data-driven as we consider for each game on Steam how many players assigned each tag to it. We introduce a new metric, the priority of a Steam ta作者: 值得尊敬 時間: 2025-3-30 15:01
Supporting Trans Women Living with HIVrous techniques exist for collecting data with distinct objectives. Among the strategies employed for analyzing gameplay sessions, the collection and analysis of provenance data emerge as prominent. In this paper, we improve provenance approaches through a Prov-Replay conceptual framework. Our frame作者: 高談闊論 時間: 2025-3-30 17:56 作者: 防止 時間: 2025-3-31 00:46
Trans-Cultural Leadership for Transformation and several nuances have been used to provide various types of emotions and effects during gameplay. However, the details and patterns have not been extendedly analyzed. Primarily, we survey works regarding the description and formalization of game analysis with emphasis on works in which the conce