Playability and player experience in digital games for elderly: A systematic literature review

A Rienzo, C Cubillos - Sensors, 2020 - mdpi.com
A higher number of people increasingly uses digital games. This growing interest in games,
with different objectives, justifies the investigation of some aspects and concepts involved …

Playability: analysing user experience in video games

JLG Sánchez, FLG Vela, FM Simarro… - Behaviour & …, 2012 - Taylor & Francis
Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video
games. Video games have now become interactive entertainment systems with a high …

[HTML][HTML] Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college …

CV Sousa, J Hwang, R Cabrera-Perez… - Journal of Sport and …, 2022 - Elsevier
Background Active video games are a new method for increasing physical activity (PA). Fully
immersive virtual reality (VR) is a hardware device on which an active video game can run …

Claustrophobia game: Design and development of a new virtual reality game for treatment of claustrophobia

VK Rahani, A Vard, M Najafi - Journal of Medical Signals & …, 2018 - journals.lww.com
Background: Claustrophobia or fear of closed spaces is the most common of phobias that is
typically categorized as an anxiety disorder. Different methods have been proposed for …

Playability guidelines for educational video games: A comprehensive and integrated literature review

A Ibrahim, FLG Vela, PP Rodríguez… - International Journal of …, 2012 - igi-global.com
Learning through play is currently an effective and attractive educational strategy. However,
are all educational video games (EVG) successful and do they always keep the player …

Why should I play this game? The role of motivation in smart pedagogy

P Kaimara, I Deliyannis - Didactics of Smart Pedagogy: Smart Pedagogy …, 2019 - Springer
Human behavior is very much based on motivation. For decades, researchers have been
trying to describe motives in biological terms, or physiological ones, while others are …

Facilitation matters: A framework for instructor-led serious gaming

AS Alklind Taylor - 2014 - diva-portal.org
This thesis explores the use of serious games from an instructor perspective. More
specifically, it aims to study the roles of instructors and how they can be facilitated within an …

Player experience in a VR and non-VR multiplayer game

JV Christensen, M Mathiesen, JH Poulsen… - Proceedings of the …, 2018 - dl.acm.org
Several studies compared the player experience of Virtual Reality (VR) games and non-VR
games. However, there is a lack of research on the specific subject of VR and non-VR …

Learning efficacy and user acceptance of a game-based social skills learning environment

JL Tan, DHL Goh, RP Ang, VS Huan - International journal of child …, 2016 - Elsevier
The objectives of the research study are to investigate how a game-based learning
environment affects the learning outcomes of social skills knowledge and user acceptance …

Low-cost assessment of user experience through EEG signals

S Cano, N Araujo, C Guzman, C Rusu… - IEEE …, 2020 - ieeexplore.ieee.org
EEG signals are an important tool for monitoring the brain activity of a person, but
equipment, expertise and infrastructure are required. EEG technologies are generally …