|
|
|
Alessandro Pinheiro, Abílio Oliveira and Bráulio Alturas
Gamers? perceptions of using competitive digital games, especially concerning anxiety and socialization, have raised doubts about the benefits of playing such games. Since different studies highlight different results, this research aims to explore these...
ver más
|
|
|
|
|
|
|
Jacek Polechonski, Karolina Kostorz and Piotr Polechonski
Active virtual reality games (AVRGs) have become more and more popular. As the intensity of this form of physical activity (PA) may be insufficient to achieve health-related benefits, it is worth looking for solutions that increase the intensity of PA. T...
ver más
|
|
|
|
|
|
|
Nikola Lakic, Andrija Bernik and Andrej Cep
Gacha games are the most dominant games on the mobile market. These are free-to-play games with a lottery-like system, where the user pays with in-game currency to enter a draw in order to obtain the character or item they want. If a player does not obta...
ver más
|
|
|
|
|
|
|
Yongshang Wei, Tianxi Liu, Cheng Wei, Ruixiong Zhang and Haiyu Gu
In this study, differential game theory was applied to propose two guidance laws of a pursuer in an orbit pursuit?evasion?defense game. One was a conservative guidance law of maneuvering to absolute safety before pursuing the evader, and the other was a ...
ver más
|
|
|
|
|
|
|
Ruth S. Contreras-Espinosa and Jose Luis Eguia-Gomez
Despite access to reliable information being essential for equal opportunities in our society, current school curricula only include some notions about media literacy in a limited context. Thus, it is necessary to create scenarios for reflection on and a...
ver más
|
|
|
|
|
|
|
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...
ver más
|
|
|
|
|
|
|
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...
ver más
|
|
|
|
|
|
|
Sebastián Feu, Juan M. García-Ceberino, Pablo López-Sierra and Sergio J. Ibáñez
Basketball players should train at intensities similar to those recorded in competition, but are the intensities really similar? This study aimed to quantify and compare the internal and external intensities assimilated by professional basketball players...
ver más
|
|
|
|
|
|
|
Qingwei Mi and Tianhan Gao
Artificial intelligence in games is one of the most challenging tasks in academia and industry. In action role-playing games, how to manage combat effectively is a key issue related to game development and the player?s experience. The Belgian artificial ...
ver más
|
|
|
|
|
|
|
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...
ver más
|
|
|
|