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International Journal of Gaming and Computer-Mediated Simulations, Volume 10
Volume 10, Number 1, 2018
- Joseph R. Fanfarelli:
Expertise in Professional Overwatch Play. 1-22 - Jason Ginsberg Reitman:
Distributed Cognition and Temporal Knowledge in League of Legends. 23-41 - Samantha N. Stahlke, James Robb, Pejman Mirza-Babaei:
The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences. 42-62
Volume 10, Number 2, 2018
- Zhonggen Yu:
Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches. 1-20 - Grant Van Eaton, Douglas B. Clark, Pratim Sengupta:
Revoicing, Bridging, and Stuttering Across Formal, Physical, and Virtual Spaces. 21-46 - Márton Attila Boda:
Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan. 47-70 - Khaila Amazan-Hall, Jen Jen Chen, Kathy Chiang, Amanda L. L. Cullen, Mark Deppe, Edgar Dormitorio, Doug Haynes, Jessica Kernan, Kirsten Quanbeck, Morgan Romine, Bonnie Ruberg, Jenny Song, Judith Stepan-Norris, Constance Steinkuehler, Aaron Trammell:
Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI. 71-80
Volume 10, Number 3, 2018
- Julie A. Delello, Rochell McWhorter, William Goette:
College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go. 1-19 - Ahmad B. A. Hassanat, Ghada Awad Altarawneh, Ahmad S. Tarawneh, Hossam Faris, Mahmoud Bashir Alhasanat, Alex J. de Voogt, Baker Al-Rawashdeh, Mohammed Alshamaileh, V. B. Surya Prasath:
On Computerizing the Ancient Game of Ṭāb. 20-40 - Ghada Ahmed Deghedi:
Understanding Games Through Complexity Thinking Approach. 41-56
Volume 10, Number 4, 2018
- Melissa Biles, Jan L. Plass, Bruce D. Homer:
Designing Digital Badges for Educational Games: The Impact of Badge Type on Student Motivation and Learning. 1-19 - Diali Gupta, Beaumie Kim:
The Minecraft Aesthetics: Interactions for Reflective Practices. 20-41 - José Agustín Carrillo Vera, Juan Miguel Aguado Terrón, Salvador Gómez García:
Following the Trail of eSports: The Multidisciplinary Boom of Research on the Competitive Practice of Video Games. 42-61
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