Presence in video games: A systematic review and meta-analysis of the effects of game design choices

L Caroux - Applied Ergonomics, 2023‏ - Elsevier
Sense of presence is a widely assessed dimension of video game player experience. A
systematic literature review and a meta-analysis were conducted to provide a more …

Rethinking dynamic difficulty adjustment for video game design

Z Guo, R Thawonmas, X Ren - Entertainment Computing, 2024‏ - Elsevier
Abstract Dynamic Difficulty Adjustment (DDA) has garnered significant interest in game
research fields for many years. Despite high expectations, the effectiveness of DDA in …

[HTML][HTML] Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial …

VV Abeele, K Spiel, L Nacke, D Johnson… - International Journal of …, 2020‏ - Elsevier
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
player experiences to optimise game designs. Hence, GUR experts aim to understand how …

Predatory monetisation? A categorisation of unfair, misleading and aggressive monetisation techniques in digital games from the player perspective

E Petrovskaya, D Zendle - Journal of Business Ethics, 2021‏ - Springer
Technological shifts within the video game industry have enabled many games to evolve
into platforms for repeated expenditure, rather than a one-time purchase product. Monetising …

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 …

[HTML][HTML] Effects of a personalized fitness recommender system using gamification and continuous player modeling: system design and long-term validation study

Z Zhao, A Arya, R Orji, G Chan - JMIR serious games, 2020‏ - games.jmir.org
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …

Design requirements for educational serious games with focus on player enjoyment

JLF de Almeida, L dos Santos Machado - Entertainment Computing, 2021‏ - Elsevier
Player enjoyment evaluation models allow developers to know the performance of a game
in promoting player enjoyment. This kind of evaluation can only be done after the …

[HTML][HTML] The psychology of esports players' ELO Hell: Motivated bias in League of Legends and its impact on players' overestimation of skill

LF Aeschbach, D Kayser, ABDC Hüsler, K Opwis… - Computers in Human …, 2023‏ - Elsevier
This paper examines the folk theory of ELO Hell, which stems from the community of esports
players. ELO Hell is a causal explanation for the failure to achieve which is prominent but …

Playful reflection: Impact of gamification on a virtual reality simulation of breastfeeding

K Tang, K Gerling, V Vanden Abeele, L Geurts… - Proceedings of the …, 2023‏ - dl.acm.org
Gamification is a popular technique to improve task engagement, and has broadly been
deployed in health and education to a point where many users now expect gameful …

Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory

T Huang, Z Bao, Y Li - Program, 2017‏ - emerald.com
Purpose The purpose of this paper is to explore the purchase intention in mobile social
network games (M-SNGs) through a new perspective and discuss how to effectively promote …