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Gal Sasson and Yoed N. Kenett
Question-asking is a critical aspect of human communications. Yet, little is known about the reasons that lead people to ask questions, which questions are considered better than others, or what cognitive mechanisms allow the ability to ask informative q...
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Jingsha He, Yue Li and Nafei Zhu
Online social networks (OSNs) have experienced rapid growth in recent years, and an increasing number of people now use OSNs, such as Facebook and Twitter, to share and spread information on a daily basis. As a special type of information, user personal ...
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Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag
Currently, academia is grappling with a significant problem?a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can b...
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Aikaterini Georgiadou and Stelios Xinogalos
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational...
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Diogo Santos, Elsa Cardoso and Isabel Machado Alexandre
Online commerce has been growing rapidly in an increasingly digital world, and gamification, the practice of designing games in a context outside the industry itself, can be an effective strategy to stimulate consumer engagement and conversion rate. This...
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Kang-Ren Leow, Meng-Chew Leow and Lee-Yeng Ong
The Online Roadshow, a new type of web application, is a digital marketing approach that aims to maximize contactless business engagement. It leverages web computing to conduct interactive game sessions via the internet. As a result, massive amounts of p...
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Georgios Prapas, Kosmas Glavas, Katerina D. Tzimourta, Alexandros T. Tzallas and Markos G. Tsipouras
Brain-computer interfaces (BCIs) are becoming an increasingly popular technology, used in a variety of fields such as medical, gaming, and lifestyle. This paper describes a 3D non-invasive BCI game that uses a Muse 2 EEG headband to acquire electroenceph...
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Tymoteusz Horbinski and Krzysztof Zagata
In this article researchers examined the differences that may characterise selected groups of gamers with regard to age and time spent on playing a survival game, Valheim, confronted with their interpretation of map symbols used in the game. The Valheim ...
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Martin Zápotocký and Milan Koren
The main objective of this research was to develop a web-based geographic information system (GIS) based on a detailed analysis of user preferences from the perspective of forest research, management and education. An anonymous questionnaire was used to ...
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Inmaculada Rodríguez, Anna Puig and Àlex Rodríguez
The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Som...
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