Export Citations
Save this search
Please login to be able to save your searches and receive alerts for new content matching your search criteria.
- articleFebruary 2024
Developing a Framework for Interactions in CBT-Based Serious Games on Smartphones
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 16, Issue 1Pages 1–18https://doi.org/10.4018/IJGCMS.337896While there are numerous serious games that explore cognitive behavioral therapy (CBT) techniques through gamification on smartphones, the framework for developing interactions is not often thoroughly discussed. The objective of this study is to outline ...
- articleDecember 2023
Design of a MobilNetV2-Based Retrieval System for Traditional Cultural Artworks
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 16, Issue 1Pages 1–17https://doi.org/10.4018/IJGCMS.334700Aiming at the problem that it is difficult for art teachers to take into account each student in the art appreciation education in colleges and universities, this paper proposes a retrieval system for traditional cultural works of art. Dense connections ...
- articleMarch 2023
Digital Game-Based L1 Language Learning Outcomes for Preschool Through High-School Students: A Literature Review
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 15, Issue 1Pages 1–16https://doi.org/10.4018/IJGCMS.320228This paper presents a systematic literature review of research papers, examining (1) the impact of free-form and formally structured digital games on L1 language learning and (2) the methods that researchers and educators use to leverage free-form and ...
- articleJanuary 2023
The Risks and Rewards of Collegiate Esports: A Multi-Case Study of Gamers in the United States and Italy
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 15, Issue 1Pages 1–22https://doi.org/10.4018/IJGCMS.317115As participation in electronic sports (esports) continues to expand globally, colleges and universities are considering how such competitive video gaming might impact recruitment, retention, and the overall student engagement experience. This mixed-...
- articleJanuary 2023
Who Engages and Why It Matters?: Describing Participant Engagement in a Serious Game Intervention for Patients With Advanced Cancer
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 15, Issue 1Pages 1–13https://doi.org/10.4018/IJGCMS.316968While the use and benefits of serious games in health care are increasingly recognized, the impact of individuals' game engagement remains understudied, limiting the potential for impact. This pilot study aims to describe game engagement and its ...
-
- articleOctober 2022
Cultural Differences in Digital Game Experiences: Psychological Responses to Avatar and Game Environments
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 14, Issue 1Pages 1–15https://doi.org/10.4018/IJGCMS.313186The literature proposes that East Asians have a holistic view focusing on both salient objects and their backgrounds, whereas Westerners maintain an analytic view paying attention to focal objects and their attributes. Moreover, East Asians stress ...
- articleOctober 2022
Engagement and Players' Intended Behaviors in a Cybersecurity Serious Game
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 14, Issue 1Pages 1–21https://doi.org/10.4018/IJGCMS.313185Serious games have been shown to be effective in engaging end-users for various types of training. However, the research in cybersecurity awareness training with serious games is scarce. The authors are interested in (1) the engagement factors that could ...
- articleJuly 2022
Social Adventure: Designing Interactive Smart Speaker Social Skills Games for People With Intellectual Disabilities
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 14, Issue 1Pages 1–21https://doi.org/10.4018/IJGCMS.303107Social environments can be challenging for people with intellectual disabilities. These challenges impact a person's social inclusion and participation in their communities. Social skills development requires training and practice, but training is often ...
- articleJune 2022
Promoting Social Relationships Using a Couch Cooperative Video Game: An Empirical Experiment With Unacquainted Players
- Manuel B. Garcia,
- Vanessa Mae A. Rull,
- Shirley Sean James D. Gunawardana,
- Dylan Joshua M. Bias,
- Roseanne Catherine C. Chua,
- Jairus Ezekiel C. Cruz,
- Ma.Corazon Fernando Raguro,
- Maria Rona Lobo Perez
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 14, Issue 1Pages 1–18https://doi.org/10.4018/IJGCMS.303106Social relationships are a fundamental aspect of human existence. Unsurprisingly, policymakers are incessantly devising strategies that accentuate the benefits of social relationships and diminish the risks of social isolation. The natural manifestation ...
- articleMay 2022
Expertise in Professional Overwatch Play
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 10, Issue 1Pages 1–22https://doi.org/10.4018/IJGCMS.2018010101eSports is a rapidly growing phenomenon in competitive gaming. Expertise is an interesting topic to study in relation to eSports, as eSports athletes are considered among the most highly-skilled players of their particular games. Examining expertise not ...
- articleApril 2022
Efficacy of Using Retro Games in Multimodal Biofeedback Systems for Mental Relaxation
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 14, Issue 1Pages 1–23https://doi.org/10.4018/IJGCMS.295874Video games are used to increase the engagement of biofeedback systems. For cost-effectiveness, the original Nintendo Entertainment System (NES) games can be used. Therefore, a multimodal biofeedback system was developed to leverage the NES games for ...
- articleMarch 2022
Playing Aloud: Leveraging Game Commentary Culture for Playtesting
- Anthony Pellicone,
- David Weintrop,
- Diane Jass Ketelhut,
- Ekta Shokeen,
- Michel Cukier,
- Jandelyn Dawn Plane,
- Firoozeh Rahimian
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 14, Issue 1Pages 1–16https://doi.org/10.4018/IJGCMS.296705Think-alouds are a common method of collecting design data where a player describes their play for a facilitator. Games promote a feeling of immersivity and player presence, which is in tension with traditional think-aloud methods. This work introduces a ...
- articleFebruary 2024
Combat Tanking in Education: The TANC Model for Playful Distance Learning in Social Virtual Reality
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 13, Issue 4Pages 1–20https://doi.org/10.4018/IJGCMS.291539This study examines the impact on engagement and affective outcomes of playful learning in social virtual reality (SVR) for distance and open education settings and aims to provide a practical framework for playful learning design. Three case studies in ...
- articleFebruary 2024
A Practical View of Gamifying Information Systems for the Future
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 13, Issue 4Pages 1–13https://doi.org/10.4018/IJGCMS.291540Gamification's role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm ...
- articleFebruary 2024
Gamified Learning to Restore the Forest Landscape in Afghanistan: The Role of Immersive Playful Environments in Re-Inventing the Future of Work and Re-Imagining Organizations
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 13, Issue 4Pages 1–13https://doi.org/10.4018/IJGCMS.291537Implementing digital learning approaches in fragile contexts offers opportunities and challenges at the same time. The article describes an ongoing project by the German development cooperation organization GIZ (Deutsche Gesellschaft für Internationale ...
- articleOctober 2019
Effects of Cognitive Load and Game Involvement on Affective Responses in Branded Entertainment
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 11, Issue 4Pages 42–58https://doi.org/10.4018/IJGCMS.2019100103The purpose of this study is to investigate the effects of cognitive load and game involvement on consumers' affective responses while comparing single and multi-brand settings in advergames. An experiment was conducted to study the differences ...
- articleJuly 2018
Understanding Games Through Complexity Thinking Approach
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 10, Issue 3Pages 41–56https://doi.org/10.4018/IJGCMS.2018070103The complexity theory and the concept of emergence is a theoretical framework that offers a vocabulary and tool for analyzing games as systems. Rather than dealing with a game as one complex adaptive system, this article uses the complexity thinking ...
- articleJuly 2018
On Computerizing the Ancient Game of á???b
- Ahmad B. Hassanat,
- Ghada Altarawneh,
- Ahmad S. Tarawneh,
- Hossam Faris,
- Mahmoud B. Alhasanat,
- Alex de Voogt,
- Baker Al-Rawashdeh,
- Mohammed Alshamaileh,
- Surya V. B. Prasath
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 10, Issue 3Pages 20–40https://doi.org/10.4018/IJGCMS.2018070102The ancient game of áý-ýb is a war and race game. It is played by two teams, each consisting of at least one player. In addition to presenting the game and its rules, the authors develop three versions of the game: human versus human, human versus ...
- articleJanuary 2018
The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 10, Issue 1Pages 42–62https://doi.org/10.4018/IJGCMS.2018010103Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ...
- articleOctober 2017
Categorizing Play Styles in Competitive Gaming
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS-IGI), Volume 9, Issue 4Pages 62–88https://doi.org/10.4018/IJGCMS.2017100104This article addresses the concept of play style, which has been insufficiently explored in research on video game players despite the diversity of empirically observable play styles in competitive gaming. The main proposition of this article is that ...