Investigating game attention using the Distraction Recognition Paradigm | 0 | 0.34 | 2022 |
Enabled Players: The Value Of Accessible Digital Games | 1 | 0.48 | 2021 |
Measuring Perceived Challenge in Digital Games: Development & Validation of the Challenge Originating from Recent Gameplay Interaction Scale (CORGIS) | 0 | 0.34 | 2020 |
Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. | 0 | 0.34 | 2020 |
A Grounded Analysis of Player-Described Board Game Immersion | 0 | 0.34 | 2020 |
Player experience and deceptive expectations of difficulty adaptation in digital games. | 0 | 0.34 | 2019 |
Busy doing nothing? What do players do in idle games? | 0 | 0.34 | 2019 |
Future design of accessibility in games: A design vocabulary. | 0 | 0.34 | 2019 |
Lost At The Edge Of Uncertainty: Measuring Player Uncertainty In Digital Games | 0 | 0.34 | 2019 |
Characteristics and Motivations of Players with Disabilities in Digital Games. | 0 | 0.34 | 2018 |
A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. | 20 | 0.67 | 2018 |
Exploring the implementation of an electronic record into a maternity unit: a qualitative study using Normalisation Process Theory. | 0 | 0.34 | 2017 |
Measuring Uncertainty in Games: Design and Preliminary Validation. | 1 | 0.43 | 2017 |
Predicting Player Experience Without The Player An Exploratory Study | 5 | 0.46 | 2017 |
Image-based search and retrieval for biface artefacts using features capturing archaeologically significant characteristics. | 0 | 0.34 | 2017 |
Investigating Uncertainty In Digital Games And Its Impact On Player Immersion | 0 | 0.34 | 2017 |
Employing Number-Based Graphical Representations to Enhance the Effects of Visual Check on Entry Error Detection. | 0 | 0.34 | 2016 |
The impact of electronic records on patient safety: a qualitative study. | 0 | 0.34 | 2016 |
The Effects of Perceptual Interference on Number-Entry Errors. | 0 | 0.34 | 2016 |
The Convergence of Player Experience Questionnaires. | 15 | 0.67 | 2016 |
A Maturity Model for Integrating Agile Processes and User Centred Design. | 2 | 0.36 | 2016 |
The effects of winning and losing on social presence in team-based digital games. | 3 | 0.44 | 2016 |
SIGCHI Games: The Scope of Games and Play Research at CHI. | 5 | 0.45 | 2016 |
Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement | 8 | 0.65 | 2015 |
Patterns for integrating agile development processes and user centred design. | 2 | 0.36 | 2015 |
Emotional and Functional Challenge in Core and Avant-garde Games | 10 | 0.60 | 2015 |
Implementing electronic patient record systems (EPRs) into England's acute, mental health and community care trusts: a mixed methods study. | 1 | 0.38 | 2015 |
An empirical evaluation of the User Engagement Scale (UES) in online news environments | 9 | 0.67 | 2015 |
Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience | 10 | 0.59 | 2015 |
The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence | 6 | 0.53 | 2015 |
Familiarity in Team-Based Online Games: The Interplay Between Player Familiarity and the Concepts of Social Presence, Team Trust, and Performance. | 2 | 0.37 | 2015 |
Observations on Utilising Usability Maturity Model-Human Centredness Scale in Integrating Agile Development Processes and User Centred Design | 2 | 0.46 | 2015 |
Higher Graphical Fidelity Decreases Players' Access to Aggressive Concepts in Violent Video Games | 2 | 0.44 | 2015 |
Interrogating social presence in games with experiential vignettes | 7 | 0.58 | 2014 |
The effect of surroundings on gaming experience. | 2 | 0.40 | 2014 |
Promoting Elderly-Children Interaction in Digital Games: A Preliminary Set of Design Guidelines. | 1 | 0.35 | 2014 |
A systematic literature review for agile development processes and user centred design integration | 35 | 1.17 | 2014 |
Integrating Agile Development Processes And User Centred Design-A Place For Usability Maturity Models? | 5 | 0.44 | 2014 |
A Practitioner Perspective on Integrating Agile and User Centred Design. | 4 | 0.46 | 2014 |
An Evaluation Template For Expert Review Of Maturity Models | 4 | 0.41 | 2014 |
Increasing Accuracy By Decreasing Presentation Quality In Transcription Tasks | 5 | 0.53 | 2013 |
Mining Rules from Player Experience and Activity Data. | 1 | 0.36 | 2012 |
Unsupervised Modeling Of Player Style With Lda | 13 | 0.63 | 2012 |
Character Education Using Pedagogical Agents and Socratic Voice | 0 | 0.34 | 2010 |
Experiments in Objet Trouvé Browsing. | 5 | 0.70 | 2010 |
Quantum phenomena in Communities of Practice. | 7 | 0.58 | 2010 |
Tlk or txt? Using voice input for SMS composition | 9 | 0.55 | 2008 |
Integrating Searching and Authoring in Mizar | 6 | 0.64 | 2007 |
Behaviour, realism and immersion in games | 22 | 2.90 | 2005 |
Literate proving: presenting and documenting formal proofs | 1 | 0.37 | 2005 |