共 50 条
- [3] Gaming as Educational Technology and the Evaluation of Gaming Results The Experiment of Sweden Game PROCEEDINGS OF THE 2016 2ND INTERNATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE AND INDUSTRIAL ENGINEERING (AIIE 2016), 2016, 133 : 503 - 506
- [4] Effect of Gaming Addiction, Game Loyalty, and Gamer Motivation on Intention to Purchase Online Mobile In-Game Features: Case Study of PUBG Mobile 13TH INTERNATIONAL CONFERENCE ON ADVANCED COMPUTER SCIENCE AND INFORMATION SYSTEMS (ICACSIS 2021), 2021, : 255 - +
- [5] FROM GAME DESIGN TO GAMIFICATION AND SERIOUS GAMING - HOW GAME DESIGN PRINCIPLES APPLY TO EDUCATIONAL GAMING ELEARNING VISION 2020!, VOL I, 2016, : 334 - 341
- [7] Gaming the Gamer: Adversarial Fingerprinting of Gaming Apps using Smartphone Accelerometers 2018 9TH IEEE ANNUAL UBIQUITOUS COMPUTING, ELECTRONICS & MOBILE COMMUNICATION CONFERENCE (UEMCON), 2018, : 489 - 496
- [9] Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2017, 10 (02): : 236 - 246
- [10] A Tabletop Game to Study Business Wargaming in the P-LEO SATCOM Marketplace 2024 IEEE CONFERENCE ON GAMES, COG 2024, 2024,