Gaming Experience
Front Matter
Pages 83-83
Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study
Amir Zaib Abbasi, Ding Hooi Ting, Helmut Hlavacs, Muhammad Shahzeb Fayyaz, Bradley Wilson
Pages 85-104
Affective Video Games: A Systematic Mapping Study
Christian Delgado, Diego M. López, Carolina Rico-Olarte
Pages 105-113
Analysis of Motivation Model Using Real User Data from Social Games for Smartphones Extended to Social Factors Based on Maslow’s Hierarchy of Needs
Masanari Himeno, Shunichi Tano
Pages 114-124
Increasing Motivation for Playing Blockchain Games Using Proof-of-Achievement Algorithm
Kosuke Komiya, Tatsuo Nakajima
Pages 125-140
Video Game Playing Enhances Young Children’s Inhibitory Control
Xiaocen Liu, Mengying Liao, Donghui Dou
Pages 141-153
Yuri Game: Romance and Characterization in Gameplay
Yueqian Liu
Pages 154-164
Conceptualizing Fidelity for HCI in Applied Gaming
Heide Lukosch, Stephan Lukosch, Simon Hoermann, Robert W. Lindeman
Pages 165-179
The Strategic Use of Smartphone Features to Create a Gaming Experience of Mystery: The Mind Alone Case
Vicente Martin Mastrocola
Pages 180-190
Digital Game Enjoyment: A Literature Review
Owen Schaffer, Xiaowen Fang
Pages 191-214
Social Spending: An Empirical Study on Peer Pressure and Player Spending in Games
William Wang, Loutfouz Zaman
Pages 215-233
The Effects of Immersion in a Virtual Reality Game: Presence and Physical Activity
Shengjie Yao, Gyoung Kim
Pages 234-242
Serious Games
Pages 243-243
Development and Usability of a Low-Cost Kinect Game to Promote Movement Competence in Children with and Without Intellectual Disability
Toyin Ajisafe, Rahul Bethi, Scott A. King, Ajay Katangur
Pages 245-264
Games for a Good Cause: Serious Games in Social Development and Medical and Rehabilitation Therapy
Badar Al Lawati
Pages 265-277
Realizing User Privacy and Security Issues in Edutainment e-Solutions
Osama A. Alsaadoun, Badar Al Lawati
Pages 278-287
How a Tangible User Interface Contributes to Desired Learning Outcomes of the Virtual River Serious Game
Robert-Jan den Haan, Jelle van Dijk, Fedor Baart, Mascha van der Voort, Suzanne Hulscher
Pages 288-306
Digital Empathic Games and Their Relation with Mortality: Analysis of Discussion Forums
Danilo Barros dos Santos, Cristiano Maciel, Vinicius Carvalho Pereira, Eunice Pereira dos Santos Nunes
Pages 307-319
To the Mun: Kerbal Space Program as Playful, Educational Experience
Stephen Mallory
Pages 320-332
Interaction Techniques in Three-Dimensional Virtual Environments Based on Games to Support Chronic Diseases Treatment: A Systematic Review
Eunice P. dos Santos Nunes, Gabriel A. Gutierrez, Dayany A. C. Santos, José Viterbo, Daniela Trevisan, Cristiano Maciel et al.
Pages 333-350
Developing Entrepreneurship Skills with a Serious Game
Carlos Vaz de Carvalho, Ricardo Costa, Pedro Bessa, Leire Monterrubio, Jaione Santos
Pages 351-363
Research on the Design to Alleviate University Students’ Oppressive Emotions Through the Use of Serious Games
Dian Zhu, Ting Han, Jingran He, Zishan Song, Chufan Jin
Pages 364-377
Gamification
Pages 379-379
Gamification Framework: The Contribution of User Centered Design, Social Media Applications, Gaming and Psychology Concepts and Frameworks
Abdullah Azhari
Pages 381-390
Small Business Owners Handle Website Design Effectively Using Gamification
Klaudia Fisheku, Fan Zhao, Eugene Hoyt
Pages 391-403
Gamification in Mobile Application Development Education
Yuchen Gui, Fan Zhao, Eugene Hoyt
Pages 404-413
Gamification of In-Flight Entertainment (IFE) to Motivate People to Relax: A Case Design
Tao Shen, Yuchen Weng, Ting Han
Pages 414-426
“Who’s Texting?” – Playful Game Experiences for Learning to Cope with Online Risks
Tarja Susi, Niklas Torstensson
Pages 427-441
Encourage Self-exploration Through an Interactive Chinese Scroll Painting Design
Nan Wang, Jiayin Li, Qingyuan Shi, Danqing Shi, Haipeng Mi
Pages 442-452
Rewards in Gamification
Fan Zhao, Dahai Guo
Pages 453-462