[HTML][HTML] The reality of the gamification methodology in Primary Education: A systematic review

JM Romero-Rodríguez, A Martínez-Menéndez… - International Journal of …, 2024 - Elsevier
The vision of a playful approach to teaching and learning, mediated by game elements, has
been acquiring vast relevance in recent years in educational research, crystallizing in the …

[HTML][HTML] Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand …

T Zioga, A Ferentinos, E Konsolaki, C Nega… - Behavioral …, 2024 - mdpi.com
The cognitive and affective impacts of video games are subjects of ongoing debate, with
recent research recognizing their potential benefits. This study employs the Gaming Skill …

Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 2077

P Siuda, D Reguła, J Majewski… - Games and …, 2024 - journals.sagepub.com
's negative reception stood in striking contrast to the pre-release hype around the video
game built by the producer's marketing campaign and the gaming press. This study …

[PDF][PDF] The Effects of Videogame Skills Across Diverse Genres on Verbal and Visuospatial Short-Term and Working Memory, Hand-Eye Coordination, and Empathy in …

T Zioga, A Ferentinos, E Konsolaki, C Nega… - Behav. Sci, 2024 - preprints.org
The cognitive and affective impacts of video games are subjects of ongoing debate, with
recent research recognizing their potential benefits. This study employs the Gaming Skill …

Similarities in procedures used to solve mathematical problems and video games

JA Antequera-Barroso, FI Revuelta-Domínguez… - Education …, 2022 - mdpi.com
Video game use is widespread among all age groups, from young children to older adults.
The wide variety of video game genres, which are adapted to all tastes and needs, is one of …

[PDF][PDF] The virtual playground: Exploring action video games among adolescents

M Kanasan - SEARCH Journal of Media and Communication …, 2024 - researchgate.net
Currently, action video games have emerged as the most popular form of entertainment
among young individuals. The recent COVID-19 pandemic and the enforcement of …

Echoing the Gameplay: Analyzing Gameplay Sessions across Genres by Reconstructing Them from Recorded Data

D MacCormick, L Zaman - International Journal of Human …, 2023 - Taylor & Francis
We present Echo+, an expanded and improved version of our previous gameplay tool, Echo.
Echo+ is designed to help bridge the gap between video footage analysis and game …

EDUPERES and GAMERES: A smart interactive education platform and digital gamification for basic circuit analysis

S Uluskan - Computer Applications in Engineering Education, 2024 - Wiley Online Library
Abstract This paper introduces Education Platform for Equivalent Resistance (EDUPERES)
and Gamification of Equivalent Resistance (GAMERES), two different parts of a new …

Spontaneous recognition of impactful video games: a user-centric classification framework

P Terron-Lopez, MJ Terrón-López… - Frontiers in Computer …, 2024 - frontiersin.org
The potential impact of a video game is directly conditioned by its recognizability in the
public conscience. But classifying video games in this manner can be a challenging …

Video igre i psihosocijalni razvoj djece i adolescenata

M Horvat - 2022 - repozitorij.ffos.hr
Video igre su izvor zabave velikom dijelu populacije te su posebno popularne u razdoblju
djetinjstva i adolescencije. Unatoč njihovoj popularnosti, malo je istraživanja koja povezuju …