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INVESTIGATING FLOW, PRESENCE, AND ENGAGEMENT IN INDEPENDENT VIDEO GAME MECHANICS
FROM SHADOWMOURNE TO FOLK ART: ARTICULATING A VISION OF ELEARNING FOR THE 21ST CENTURY
Video game self-efficacy and its effect on training performance
PROTOTYPE OF AN EDUCATIONAL GAME FOR KNOWLEDGE RETENTION IN YOUTH HEALTH EDUCATION
The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement
Keeping Quiet: Investigating the Maintenance and Policing of Male-dominated Gaming Space
DIGITAL INTERACTIVE GAMES FOR ASSESSMENT: A STUDY OF THE EFFECTIVENESS OF A DIGITAL GAME AS A MEASURE OF STUDENTS' UNDERSTANDING OF BOOLEAN LOGIC
EFFECTS OF INPUT MODALITY AND EXPERTISE ON WORKLOAD AND VIDEO GAME PERFORMANCE
DANGEROUS OPINIONS: PERCEPTION OF VIOLENT VIDEO GAMES ON JURY DECISION MAKING
COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE
"I Play to Beat the Machine": Masculinity and the Video Game Industry in the United States
A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION
EFFECTS OF GAMIFICATION ON SPEED AND ACCURACY ON AN INTERDEPENDENT PAPER SORTING TASK
PERCEIVED GENDER AND ITS EFFECT ON ATTRIBUTIONS TOWARD AVATARS IN THE VIDEO GAME SPORE
Psychomotor Skill Measurement of Video Game Players
EVALUATING THE BENEFITS OF 3D STEREO IN MODERN VIDEO GAMES
Comparative Analysis of The Effects Of Virtual Reality Active Video Game And Controller-Free Active Video Game Play On Physiological Response, Perceived Exertion, And Hedonic Experience
Measuring Player Perceptions of Freedom and Control in Modded and Unmodded Versions of Bethesda's Skyrim: A Qualitative Play Study
The Effects of Narrative and Achievements on Learning in a 2D Platformer Video Game
Emergent Narrative: Stories of Play, Playing with Stories

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