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A new look at the cognitive neuroscience of video game play
A growing body of literature has investigated the effects of playing video games on brain
function and behavior. One key takeaway from this literature has been that not all …
function and behavior. One key takeaway from this literature has been that not all …
Sports gamification: Evaluation of its impact on learning motivation and performance in higher education
In this study, the impacts of sports gamification on college students' learning motivation and
learning performances were explored by training students majoring in physical education to …
learning performances were explored by training students majoring in physical education to …
Player characteristics and video game preferences
The Games User Research literature has advanced considerably on understanding why
people play games and what different types of games or mechanics they prefer. However …
people play games and what different types of games or mechanics they prefer. However …
[HTML][HTML] Challenge types in gaming validation of video game challenge inventory (CHA)
Challenge is a key motivation for videogame play. But what kind of challenge types
videogames include, and which of them players prefer? This article helps to answer the …
videogames include, and which of them players prefer? This article helps to answer the …
A typology of metagamers: Identifying player types based on beyond the game activities
Previous research on player profiles or types is based on players' in-game behaviors and
their motivations to play games. However, there are many other activities related to digital …
their motivations to play games. However, there are many other activities related to digital …
Develo** personas & use cases with user survey data: A study on the millennials' media usage
The aim of the study is to investigate the characteristics of millennials on the usage of media
(music, photo/video) and media-related devices. An online survey was conducted on 360 …
(music, photo/video) and media-related devices. An online survey was conducted on 360 …
[HTML][HTML] Self-reported playing preferences resonate with emotion-related physiological reactions during playing and watching of first-person shooter videogames
The present aim was to investigate emotion-related physiological responses and subjective
ratings of two groups of active gamers (N= 24) in response to both playing and watching a …
ratings of two groups of active gamers (N= 24) in response to both playing and watching a …
[HTML][HTML] Adaptation and validation of the scale of types of users in gamification with the Spanish adolescent population
The video game has been one of the phenomena with the greatest impact on the entire
social fabric, and especially among young people. Therefore, it is essential to understand …
social fabric, and especially among young people. Therefore, it is essential to understand …
Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
Educational functions of digital games are often seen only in the light of the serious and
purposeful activities that aim for learning outcomes, in contrast with non-educational games …
purposeful activities that aim for learning outcomes, in contrast with non-educational games …
[HTML][HTML] Growing together: An analysis of measurement transparency across 15 years of player motivation questionnaires
There are many questionnaires to assess player motivation, originating from a diverse range
of disciplines. Each discipline differs in their usage and reporting of questionnaires, but there …
of disciplines. Each discipline differs in their usage and reporting of questionnaires, but there …