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Towards Progress Assessment for Adaptive Hints in Educational Virtual Reality Games
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Towards Progress Assessment for Adaptive Hints in Educational Virtual Reality Games (2020)Towards Progress Assessment for Adaptive …Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)Development and validation of…Towards Emotion-based Adaptive Games (2018)Towards Emotion-based Adaptiv…Serious Games and Edutainment Applications (2017)Serious Games and Edutainment…Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games (2017)Rising to the Challenge: An E…Real-time Automatic Emotion Recognition from Body Gestures (2014)Real-time Automatic Emotion R…The impact of tutorials on games of varying complexity (2012)The impact of tutorials on ga…Toward a Minimal Representation of Affective Gestures (2011)Toward a Minimal Representati…Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences (2008)Adaptive Educational Games: P…Using frustration in the design of adaptive videogames (2004)Using frustration in the desi…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…NASA Task Load Index (TLX) (1986)NASA Task Load Index (TLX)The contribution of general features of body movement to the attribution of emotions (1989)Bodily expression of emotion (1998)Perceiving affect from arm movement (2001)Identifying Emotions from Walking using Affective and Deep Features (2019)Technology-Assisted Emotion Recognition for Autism Spectrum Disorder (ASD) Children: A Systematic Literature Review (2021)The Interaction of Cognitive and Physiological Determinants of Emotional State (1964)Affective Computing (1997)Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (2005)A review of the use of psychophysiological methods in game research (2011)Biofeedback game design (2011)A Rationale and Test for the Number of Factors in Factor Analysis (1965)A circumplex model of affect. (1980)The Body Action and Posture Coding System (BAP): Development and Reliability (2012)A Survey of Autonomous Human Affect Detection Methods for Social Robots Engaged in Natural HRI (2015)Emotion Recognition From Body Movement (2019)Flow: The Psychology of Optimal Experience (1991)Rules of Play: Game Design Fundamentals (2003)Methods for Evaluating Gameplay Experience in a Serious Gaming Context. (2010)The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game (2013)Personalized and Adaptive Serious Games (2016)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Learning by design: Games as learning machines (2004)Online citizen science games: Opportunities for the biological sciences (2014)MEDIA AND HUMAN CAPITAL DEVELOPMENT: CAN VIDEO GAME PLAYING MAKE YOU SMARTER? (2015)Expertise and engagement (2019)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease (2022)Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays (2022)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Visual Longitudinal and Lateral Driving Assistance in the Head-Up Display of Cars (2007)CrossA11y: Identifying Video Accessibility Issues via Cross-modal Grounding (2022)Stress and Workload Assessment in Aviation—A Narrative Review (2023)Traditional games in elementary school: Relationships of student’s personality traits, motivation and experience with learning outcomes (2018)Social robots and gamification for technology supported learning: An empirical study on engagement and motivation (2021)The key elements of gamification in corporate training – The Delphi method (2021)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 2019Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences408 cited
  • 2011Toward a Minimal Representation of Affective Gestures215 cited
  • 2004Using frustration in the design of adaptive videogames207 cited
  • 2008Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences181 cited
  • 2012The impact of tutorials on games of varying complexity176 cited
  • 1986NASA Task Load Index (TLX)133 cited
  • 2017Serious Games and Edutainment Applications116 cited
  • 2014Real-time Automatic Emotion Recognition from Body Gestures64 cited
  • 2018Towards Emotion-based Adaptive Games42 cited
  • 2017Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games33 cited

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