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International Journal of Gaming and Computer-Mediated Simulations, Volume 9
Volume 9, Number 1, 2017
- Bernardinus Harnadi
:
An Investigation of the Adoption of Online Game Technologies in Indonesia. 1-27 - Panagiotis Zaharias, Ioanna Chatzeparaskevaidou, Fani Karaoli:
Learning Geography Through Serious Games: The Effects of 2-Dimensional and 3-Dimensional Games on Learning Effectiveness, Motivation to Learn and User Experience. 28-44 - Bob De Schutter:
Gerontoludic Design: Extending the MDA Framework to Facilitate Meaningful Play for Older Adults. 45-60 - Sinem Siyahhan, Adam Ingram-Goble, Sasha A. Barab, Maria Solomou:
Educational Games to Support Caring and Compassion Among Youth: A Design Narrative. 61-76
Volume 9, Number 2, 2017
- Daniel Himmelstein, Yitong Liu, Jamie L. Shapiro:
An Exploration of Mental Skills Among Competitive League of Legend Players. 1-21 - Markus Salo:
Career Transitions of eSports Athletes: A Proposal for a Research Framework. 22-32 - Myriam Davidovici-Nora:
e-Sport as Leverage for Growth Strategy: The Example of League of Legends. 33-46 - Tobias M. Scholz
, Volker Stein:
Going Beyond Ambidexterity in the Media Industry: eSports as Pioneer of Ultradexterity. 47-62
Volume 9, Number 3, 2017
- Mario Martinez-Garza, Douglas B. Clark:
Investigating Epistemic Stances in Game Play with Data Mining. 1-40 - Matthew W. Easterday, Yanna Krupnikov, Colin Fitzpatrick, Salwa Barhumi, Alexis Hope:
Political Agenda: Designing a Cognitive Game for Political Perspective Taking. 41-66 - Satyugjit S. Virk, Douglas B. Clark, Pratim Sengupta:
The Design of Disciplinarily-Integrated Games as Multirepresentational Systems. 67-95 - Jonathan P. Rowe
, Eleni V. Lobene, Bradford W. Mott, James C. Lester:
Play in the Museum: Design and Development of a Game-Based Learning Exhibit for Informal Science Education. 96-113
Volume 9, Number 4, 2017
- Liz Owens Boltz:
"Like Hearing From Them in the Past": The Cognitive-Affective Model of Historical Empathy in Videogame Play. 1-18 - Tihana Brkljacic
, Lana Lucic
, Ines Sucic:
Well-Being, Motives and Experiences in Live and Online Game Settings: Case of Contract Bridge. 19-43 - Nicolaas VanMeerten, Keisha Varma:
Exploring Student Engagement in an Augmented Reality Learning Game. 44-61 - Ondrej Hrabec
:
Categorizing Play Styles in Competitive Gaming. 62-88

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