Personalised gaming: a motivation and overview of literature

S Bakkes, CT Tan, Y Pisan - … of the 8th Australasian Conference on …, 2012 - dl.acm.org
This article focuses on personalised games, which we define as games that utilise player
models for the purpose of tailoring the game experience to the individual player. The main …

Automatic analysis and identification of verbal aggression and abusive behaviors for online social games

K Balci, AA Salah - Computers in Human Behavior, 2015 - Elsevier
Online multiplayer games create new social platforms, with their own etiquette, social rules
of conduct and ways of expression. What counts as aggressive and abusing behavior may …

[HTML][HTML] Videojuegos en las aulas: implicaciones de una innovación disruptiva para desarrollar las Inteligencias Múltiples

ME Del Moral Pérez, LCF García - Revista complutense de …, 2015 - dialnet.unirioja.es
Con el presente estudio se pretende identificar el entramado de variables de índole
personal, organizativo y técnico que contribuyen a la viabilidad y éxito de prácticas …

Co-located augmented play-spaces: past, present, and perspectives

R van Delden, S Gerritsen, D Heylen… - Journal on multimodal …, 2018 - Springer
In recent years, many different studies regarding Co-located Augmented Play-spaces
(CAPs) have been published in a wide variety of conferences and journals. We present an …

Interactive playgrounds for children

R Poppe, R van Delden, A Moreno… - Playful User Interfaces …, 2014 - Springer
Play is an important factor in the life of children. It plays a role in their cognitive, social, and
physical development, and provides entertaining and fulfilling activities in itself. As with any …

Hedonic consumption of virtual rides entertainment service: a multi-method perspective: SEM and fsQCA

AZ Abbasi, F Mirza, M Albashrawi, DH Ting, GA Abbasi - Kybernetes, 2024 - emerald.com
Purpose Prior studies have put much emphasis on using the uses and gratification (U&G)
theory to find out why people use games, social media, the Internet, e-shop**, etc. Despite …

El videojuego y la lectura literaria: nuevo espacio para los nativos digitales

NG Ángel - Contextos educativos: Revista de educación, 2020 - dialnet.unirioja.es
Nos encontramos ante una realidad social en la que la lectura no se realiza únicamente a
través de libros, sino también a partir de diferentes recursos como páginas web, foros …

Augmenting playspaces to enhance the game experience: A tag game case study

A Moreno, R Van Delden, R Poppe, D Reidsma… - Entertainment …, 2016 - Elsevier
Introducing technology into games can improve players' game experience. However, it can
also reduce the amount of physical activity and social interaction. In this article, we discuss …

[KNIHA][B] Computer analysis of human behavior

AA Salah, T Gevers - 2011 - Springer
Human behavior is complex, but not random. Computer analysis of human behavior in its
multiple scales and settings leads to a steady influx of new applications in diverse domains …

Human behavior understanding for robotics

AA Salah, J Ruiz-del-Solar, C Meriçli… - … workshop on human …, 2012 - Springer
Human behavior is complex, but structured along individual and social lines. Robotic
systems interacting with people in uncontrolled environments need capabilities to correctly …