.- Target Audience.
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Exploring Competitive and Cooperative Orientations in Bartle’s Taxonomy through a GWAP Gameplay.
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Designing a Multiplayer Computer Serious Game for Disaster Management Training.
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Iterative Design of a Serious Game for Medical Training.
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A Stealth Serious Game About Hiring Bias.
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Games in Careceral Settings.
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Engaging Low-Literate Adults through Game-Based Virtual Reality.
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Depth Perception in Virtual Reality: Effects of Vergence - Accommodation Conflict (VAC) on Learning Transfer.
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Shaking lose all the nonsense: Faculty experiences using educational games in higher education classrooms. A Qualitative Study.
.- Accessibility.
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Towards Accessible and Inclusive Serious Games for Cybersecurity.
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Board game and Dyschromatopsia in children in primary school.
.- Collaboration.
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Fostering Collaborative Knowledge-Building and Resilience Through Player Discourse in Serious Games for Wildfire Preparedness..
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Playing with Child Emotions: A Co-Designed Serious Game for Emotion Regulation.
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Game Design/Development.
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GeoQuest: Prototyping a Mobile Game for Geography Learning with Game-Based and Design Thinking Approaches.
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Tensions between Mechanics and Role-Play: Striving for CO2 Neutrality in a Consensus-Based Serious Game.
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Which game play mechanism can alleviate anxiety?.
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Development of Augmented Reality Tabletop Card Game: ”The Throne is Mine”.
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Tik-Tik: A Video Game for the Study of Search in Problem Solving.
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A Narrative Serious Game to Support Caregivers of Adolescents with Anorexia Nervosa.
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Structured Entry, Creative Voice: Scaffolding Narrative Design through Reusable Game Frameworks.
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Experiential metaphor: a theoretical framework to achieve convergent design for serious games.
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Modeling Player Types with LLMs: A Framework for Belief- and Motivation-Driven NPC Behavior.
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Towards a Practical Marketing Model for Serious Games.
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Gearshift Fellowship: A Next-Generation Neurocomputational Game Platform to Model and Train Human-AI Adaptability.
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Towards A Games Ladder for Climate Action.
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Gamified Eco-Feedback as Socially Embedded Design: Exploring Metaphorical Avatars for Dietary Chang.
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Using Item Response Theory to Model Game Performance in An EEG-Based Attention Training Game.
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Structural–Combinatorial Analysis of Gamification Log Data in Physics Education.
.- Health
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A co-designed serious game to promote parental emotion regulation: Development and pilot usability study.
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Cardiorespiratory Effects of an Adaptive Ergometer-Based Exergame: Evaluation Study of SkyRide.
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From Rage to Responsibility: The Gnomic Self and the Mythic Journey of Conscious Leadership.
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Music Consciousness with Mixed Reality: Case Study on Learning Associative Imagery in Classical Music using Three Rachmanin off Preludes, Op. 32.
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ACE of Hearts: Design and Development of a Serious Game for Young People with Adverse Childhood Experiences.
.- VR.
.-Emotional Design for Virtual Reality Games: The Effect of Object Luminosity, Background Lighting, and Learner Action.
.-From the individual to the group: Towards a common VR Adaptive Framework for Therapy for People with Disabilities.
.- Virtual Reality as a Tool for Raising Awareness of Visual Impairments.