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Titlebook: Game User Experience And Player-Centered Design; Barbaros Bostan Book 2020 The Editor(s) (if applicable) and The Author(s), under exclusiv

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發(fā)表于 2025-3-26 22:49:28 | 只看該作者
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發(fā)表于 2025-3-27 04:08:18 | 只看該作者
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發(fā)表于 2025-3-27 06:00:56 | 只看該作者
Integrate: A Digital Game for Testing Conformity in Decision Making While we found no significant statistical relationships between our data points that would confirm or reject our hypotheses, we conclude by discussing possible reasons for this result as well as how we can improve the game and the study in the future.
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發(fā)表于 2025-3-27 09:44:00 | 只看該作者
Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recoveryactivities (e.g., work). Escapism can also act as a mood management strategy, as people tend to play games to avoid negative mood states and induce positive mood states. Similarly, escapism in games can be beneficial for regulating emotions and practicing emotion regulation strategies. Finally, esca
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發(fā)表于 2025-3-27 15:21:05 | 只看該作者
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Revisiting Heuristics for Evaluating Player Experience in Different Gaming Platforms: A Multi-Modal oth PC and mobile platforms. The dependencies of the playability problems addressed by the players were grouped into three categories. Fundamentally, different gaming platforms offer different experiences. Therefore, it is as crucial to understand the importance of platform differences as much as di
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發(fā)表于 2025-3-28 09:30:01 | 只看該作者
Player-Centred Design in Role-Playing Game Branching Dialogue Systemsf a branching narrative. Yet while the player-facing aspects of choice-based dialogues are easy to understand, decisions made during the conception of the framework behind those aspects may influence the player’s Agency in unintended ways. Based on . (Taylor-Giles, Toward a deeper understanding of b
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