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Presence in video games: A systematic review and meta-analysis of the effects of game design choices
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 …
systematic literature review and a meta-analysis were conducted to provide a more …
Rethinking dynamic difficulty adjustment for video game design
Abstract Dynamic Difficulty Adjustment (DDA) has garnered significant interest in game
research fields for many years. Despite high expectations, the effectiveness of DDA in …
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 …
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
player experiences to optimise game designs. Hence, GUR experts aim to understand how …
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
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 …
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
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 …
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
Background: Gamification and persuasive games are effective tools to motivate behavior
change, particularly to promote daily physical activities. On the one hand, studies have …
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 …
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
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 …
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
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 …
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 …
network games (M-SNGs) through a new perspective and discuss how to effectively promote …