A new look at the cognitive neuroscience of video game play

G Dale, A Joessel, D Bavelier… - Annals of the New York …, 2020‏ - Wiley Online Library
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 …

Sports gamification: Evaluation of its impact on learning motivation and performance in higher education

T Liu, M Lipowski - International journal of environmental research and …, 2021‏ - mdpi.com
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 …

Player characteristics and video game preferences

GF Tondello, LE Nacke - Proceedings of the annual symposium on …, 2019‏ - dl.acm.org
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 …

[HTML][HTML] Challenge types in gaming validation of video game challenge inventory (CHA)

J Vahlo, VM Karhulahti - International Journal of Human-Computer Studies, 2020‏ - Elsevier
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 …

A typology of metagamers: Identifying player types based on beyond the game activities

J Kahila, T Valtonen, S López-Pernas… - Games and …, 2025‏ - journals.sagepub.com
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 …

Develo** personas & use cases with user survey data: A study on the millennials' media usage

M Lee, J Kwahk, SH Han, D Jeong, K Park, S Oh… - Journal of Retailing and …, 2020‏ - Elsevier
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 …

[HTML][HTML] Self-reported playing preferences resonate with emotion-related physiological reactions during playing and watching of first-person shooter videogames

SK Holm, JK Kaakinen, S Forsström… - International Journal of …, 2021‏ - Elsevier
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 …

[HTML][HTML] Adaptation and validation of the scale of types of users in gamification with the Spanish adolescent population

A Manzano-León, P Camacho-Lazarraga… - International journal of …, 2020‏ - mdpi.com
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 …

Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation

J Vahlo, T Välisalo, K Tuuri - Frontiers in Psychology, 2023‏ - frontiersin.org
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 …

[HTML][HTML] Growing together: An analysis of measurement transparency across 15 years of player motivation questionnaires

NGJ Hughes, JR Flockton, P Cairns - International Journal of Human …, 2023‏ - Elsevier
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 …