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Ivan S. Maksymov
Ambiguous optical illusions have been a paradigmatic object of fascination, research and inspiration in arts, psychology and video games. However, accurate computational models of perception of ambiguous figures have been elusive. In this paper, we desig...
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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...
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María Rosa Fernández-Sánchez, Alberto González-Fernández and Jesús Acevedo-Borrega
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active...
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Krzysztof Zagata and Beata Medynska-Gulij
The main objective of this study is to identify features of mini-map design as a navigational aid in the virtual geographical space in 100 popular video games for a computer platform. The following research methods were used: visual comparative analysis,...
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Jesus GomezRomero-Borquez, J. Alberto Del Puerto-Flores and Carolina Del-Valle-Soto
This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, ...
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Dario Benvenuti, Lauren S. Ferro, Andrea Marrella and Tiziana Catarci
Video games are an established medium that provides interactive entertainment beyond pure enjoyment in many contexts. Game designers create dedicated tutorials to teach players the game mechanisms and rules, such as the conventions for interaction, contr...
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Muhammad Nazhif Rizani, Mohd Nor Akmal Khalid and Hiroyuki Iida
The digital marketplace has rapidly grown, transitioning the market of video games from physical localized experiences to more networked, expanded, virtual spaces. With a highly competitive business market, platform governance policy allows for the emerg...
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Pedro Omar Silva-Vásquez, Viviana Yarel Rosales-Morales, Edgard Benítez-Guerrero, Giner Alor-Hernández, Carmen Mezura-Godoy and Luis Gerardo Montané-Jiménez
Serious games (SG), (video games with an educational purpose), provide teachers with tools to strengthen their students? knowledge. Developing a SG requires knowledge, time, and effort. As a result, specialized tools to aid in the development process are...
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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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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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