Serious games in cultural heritage: A review of practices and considerations in the design of location-based games

B DaCosta, C Kinsell - Education Sciences, 2022 - mdpi.com
The overwhelming growth and popularity of mobile devices and games have motivated
initiatives to explore mobile and augmented reality to bring the physical and virtual together …

Game-based learning considerations for instructional designers

CP Keener - On the Horizon, 2017 - emerald.com
Purpose Instructional design students' training may not include game-based learning (GBL).
This paper aims to review the literature on GBL to determine the role of the instructional …

Mobile game-based learning

B DaCosta, S Seok, C Kinsell - Advanced Methodologies and …, 2019 - igi-global.com
The massive spread of mobile computing is undeniable with the draw of mobile games
reaching epic proportions. This popularity, along with the anytime, anywhere, and on-any …

Problematic mobile gameplay among the world's most intense players: A modern pandemic or casual recreational pursuit?

S Seok, B DaCosta - Games and Culture, 2018 - journals.sagepub.com
This study investigated problematic mobile gameplay. Adopting Diagnostic and Statistical
Manual of Mental Disorders-style criteria for pathological gambling to identify cases of …

Cybercrime in online gaming

B DaCosta, S Seok - Encyclopedia of Criminal Activities and the …, 2020 - igi-global.com
Video games offer rich interactive experiences. Increasingly, however, their popularity
coupled with their global connectivity has raised concerns about safety. Although it can be …

Experience of a gamified spelling solving by students for learning spelling: development of kids spell Dzongkha app

P Tshering, D Norbu, S Dorji, N Dema… - … on Current Trends …, 2018 - ieeexplore.ieee.org
In recent years a trend of gamification can be seen in every filed of education. However,
there is a gap in research on the applicability of gamification in education, with few studies …

Factors that explain adolescent and young adult mobile game play, part 1: A quantitative examination of the characteristics describing the casual player

B DaCosta, S Seok - Handbook of research on serious games for …, 2017 - igi-global.com
The first of two chapters, a study is presented that quantitatively examined the adolescent
and young adult “casual” video game player. A total of 1,950 South Korean students self …

Finding leading scholars in mobile phone behavior: a mixed-method analysis of an emerging interdisciplinary field

Z Yan, W Robertson, Y Lou, TW Robertson, SY Park - Scientometrics, 2021 - Springer
Finding leading scholars in a field effectively and efficiently is important and challenging in
the science of science research. The present study focused on a specific field of mobile …

Factors that explain adolescent and young adult mobile game play, part 2: A quantitative examination of the casual player in the context of age and gender

B DaCosta, S Seok - Handbook of research on serious games for …, 2017 - igi-global.com
The second of two chapters, a study is presented that quantitatively examined the
adolescent and young adult casual video game player from the perspective of age and …

[图书][B] How digital play and augmented reality can help develop higher-order thinking

YE Flores - 2023 - search.proquest.com
This investigation narrates how digital game playing while integrating augmented reality can
help enhance higher-order thinking. Digital game playing, when referring to games played …