This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from …
N Khromov, A Korotin, A Lange… - IEEE Pervasive …, 2019 - ieeexplore.ieee.org
We present a comparative study of the players' and professional players'(athletes') performance in Counter Strike: Global Offensive discipline. Our study is based on ubiquitous …
Background Emotion classification remains a challenging problem in affective computing. The large majority of emotion classification studies rely on electroencephalography (EEG) …
Purpose Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle …
GL Chiou, MJ Tsai, CY Hsu - Computers in Human Behavior, 2025 - Elsevier
The purpose of this study was to examine the effect of self-explanation prompts on game performance using eye-tracking techniques. We adopted an experimental design for the …
This chapter provides a general overview of eye-tracking techniques and their applications in consumer research with a focus on the food area. First, the scientific approaches leading …
This research investigates the factors that affect male gamers' behavioral intention to play PlayerUnknown's Battlegrounds (PUBG), which is one of the most widely played online …
Bioelectric signals can improve assessment in videogames by helping to better understand user experience, evaluate attention, or study the cognitive and physical effects of games …
Today, an increasing number of people are playing video games, hence the continued growth of the game industry's annual revenue, surpassing $150 billion in 2019, exceeds …