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International Journal of Gaming and Computer-Mediated Simulations, Volume 6
Volume 6, Number 1, 2014
- Selen Türkay, Charles K. Kinzer:
The Effects of Avatar: Based Customization on Player Identification. 1-25 - Kristie J. Fisher, Tim Nichols, Katherine Isbister, Tom Fuller:
Quantifying "Magic": Learnings from User Research for Creating Good Player Experiences on Xbox Kinect. 26-40 - Roma P. Patel, Jerry Lin, S. Khizer Khaderi:
Beyond Gaming: The Utility of Video Games for Sports Performance. 41-49 - Edward Downs:
Driving Home the Message: Using a Video Game Simulator to Steer Attitudes Away From Distracted Driving. 50-63 - Jonathan Barbara:
Measuring User Experience in Board Games. 64-79
Volume 6, Number 2, 2014
- Cecile M. Foshee, Brian C. Nelson:
Avatar Personalization: Towards the Enhancement of Competence Beliefs. 1-14 - Danielle Mirliss:
Preparing Future Teachers: Taking the Perspective of Diverse Learners through Virtual World Role-Play. 15-29 - Michael P. McCreery, S. Kathleen Krach, Amanda Nolen:
The Protagonist and Their Avatar: Learner Characteristics in a Culture of Simulation. 30-37 - Heather A. Holbrook, Katherine Cennamo:
Effects of High-Fidelity Virtual Training Simulators on Learners' Self-Efficacy. 38-52 - Richard N. Landers, Rachel C. Callan:
An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity to Increase Learning from Online Collaborative Discussion. 53-64
Volume 6, Number 3, 2014
- Brendesha M. Tynes, Chad A. Rose, Sophia Hiss, Adriana J. Umaña-Taylor, Kimberly Mitchell, David Williams:
Virtual Environments, Online Racial Discrimination, and Adjustment among a Diverse, School-Based Sample of Adolescents. 1-16 - Jason M. Harley, Roger Azevedo:
Toward a Feature-Driven Understanding of Students' Emotions during Interactions with Agent-Based Learning Environments: A Selective Review. 17-34 - Concetta Bommarito, Kathryn Dunlap:
Dream Lucidity: Yume Nikki and Learning the Empathy Dreamscape. 35-49 - Juan Fernando Mancilla-Caceres, Dorothy Espelage, Eyal Amir:
Emotions in Social Computer Games: Relations with Bullying, Aggression, and School Belonging. 50-67
Volume 6, Number 4, 2014
- Minas Michikyan, Fantasy T. Lozada, Jennifer V. Weidenbenner, Brendesha M. Tynes:
Adolescent Coping Strategies in the Face Of Their "Worst Online Experience". 1-16 - Mark Thomas McMahon, Michael Garrett:
Applications of Binocular Parallax Stereoscopic Displays for Tasks Involving Spatial Cognition in 3D Virtual Environments. 17-33 - Daniel Katz, Andrew Goldberg, Prabal Khanal, Kanav Kahol, Samuel DeMaria:
Using Serious Gaming to Improve the Safety of Central Venous Catheter Placement: A Post-Mortem Analysis. 34-44 - Björn Strååt, Fredrik Rutz, Magnus Johansson:
Does Game Quality Reflect Heuristic Evaluation?: Heuristic Evaluation of Games in Different Quality Strata. 45-58 - Tuomas Kari:
Can Exergaming Promote Physical Fitness and Physical Activity?: A Systematic Review of Systematic Reviews. 59-77
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