‘KAHOOT!’ and Gamification as Part of Better Learning Experience
In the future ‘KAHOOT!’ and other tools can make the learning process of students easier.
In the future ‘KAHOOT!’ and other tools can make the learning process of students easier.
The number of academic researches about esports has been increasing since the year 2002.
The Stanley Parable highlights the inherent restrictiveness of narrative-based videogames.
An article about Twitch streaming and how it is affecting the performance of the streamer. The researcher gathers data from …
Research suggests online gaming communities don’t feel too keenly for all-female esports teams.
The use of self-determination theory in fostering motivation via game-based learning
Nowadays, games are considered, among other things, a mean of finding new friends or even a partner. In addition, games …
Melissa Kagen argues that Firewatch shines a light on the issues of toxic masculinity in gaming and lets the player …
The fight to maintain player interest: A new model for predicting and combating churn in social f2p games.
Driving a car is arguably not the healthiest form of transportation. Very restricted space for movement and a suboptimal sitting …
In his essay “Engineering Queerness in the Game Development Pipeline”, Eric Freedman discusses the queering of game engines and the …
A group of researchers take Let's Play videos under their scrutiny and see whether they can be as immersive as …
Michailidis et al. consider in this study that flow and immersion have the same meaning, until and unless evidence is …
"“theyre all trans sharon”: Authoring Gender in Video Game Fan Fiction" discusses gender and transgender identities in video game fanfiction.
In this research highlight, we summarize how the authors of the study "A Visual Analytics Approach for Understanding Reasons behind …
The research article 'Drunk Virtual Reality Gaming: Exploring the Influence of Alcohol on Cybersickness' by Iskenderova et al. discusses the …
Suunniteltaessa pelejä yhteiskunnallisiin tarpeisiin ongelmana on usein, että pelisuunnittelijat ja pelien tilaajat eivät puhu yhteistä kieltä. PLEX/CIVIC-malli tarjoaa tähän työkaluja. …
This article provides an exploration of the portrayal, questioning, and challenge of religious authority in the Dishonored series. Rautalahti examines …
Nielsen and Karhulahti scrutinize how the nine features of internet gaming disorder by the APA should be interpreted differently under …
The study examines how players' morality operating on an intuitive level affects and is affected by gameplay. The study looks …