Systematic review and validation of the game experience questionnaire (geq)-implications for citation and reporting practice

ELC Law, F Brühlmann, ED Mekler - … of the 2018 Annual Symposium on …, 2018 - dl.acm.org
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …

Serious games in prevention and rehabilitation—a new panacea for elderly people?

J Wiemeyer, A Kliem - European Review of Aging and Physical Activity, 2012 - Springer
Digital games cannot only be used for fun and entertainment. The term “serious games”(SG)
denotes digital games serving serious purposes like education, training, advertising …

Gaming in virtual reality: What changes in terms of usability, emotional response and sense of presence compared to non-immersive video games?

F Pallavicini, A Pepe, ME Minissi - Simulation & Gaming, 2019 - journals.sagepub.com
Background. Virtual reality can provide innovative gaming experiences for present and
future game players. However, scientific knowledge is still limited about differences between …

Evaluating tutorial-based instructions for controllers in virtual reality games

D Kao, AJ Magana, C Mousas - Proceedings of the ACM on human …, 2021 - dl.acm.org
Virtual reality (VR) has disrupted the gaming market and is rapidly becoming ubiquitous. Yet
differences between VR and traditional mediums, such as controllers that are visible in the …

Player experience

J Wiemeyer, L Nacke, C Moser… - … , concepts and practice, 2016 - Springer
In computer science, the concept of user experience has proven to be beneficial in order to
improve the quality of interaction between software and its users, by taking users' emotions …

Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions

F Pallavicini, A Pepe - Extended abstracts of the annual symposium on …, 2019 - dl.acm.org
Scientific knowledge of the differences between video games played in virtual reality and on
desktop displays in terms of player experience is still limited. Therefore, this study aimed to …

How to use game elements to enhance learning: Applications of the theory of gamified learning

RN Landers, MB Armstrong, AB Collmus - Serious Games and …, 2017 - Springer
The theory of gamified learning (Landers RN, Simul Games 45 (6): 752–768. doi: 10.1177/
1046878114563660, 2014) presents a theoretical model in which game elements, drawn …

Removing the HUD: the impact of non-diegetic game elements and expertise on player involvement

I Iacovides, A Cox, R Kennedy, P Cairns… - Proceedings of the 2015 …, 2015 - dl.acm.org
Previous research has shown that player involvement can be influenced by a range of
factors, from the controllers used to the perceived level of challenge provided by the game …

Academic methods for usability evaluation of serious games: a systematic review

R Yanez-Gomez, D Cascado-Caballero… - Multimedia Tools and …, 2017 - Springer
In the last years, there has been an increasing interest in the design of video games as a
tool for education, training, health promotion, socialization, etc. Usability, which is a key …

EEG in game user analysis: A framework for expertise classification during gameplay

T Hafeez, SM Umar Saeed, A Arsalan, SM Anwar… - Plos one, 2021 - journals.plos.org
Video games have become a ubiquitous part of demographically diverse cultures.
Numerous studies have focused on analyzing the cognitive aspects involved in game …