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  • Search: isPartOf:"International Journal of Gaming and Computer-Mediated Simulations (IJGCMS)"
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Digital Games 4 League of Legends 4 Video Games 4 eSports 4 Esports 3 Expertise 3 Game Design 3 Game-Based Learning 3 Games 3 Higher Education 3 Motivation 3 Serious Games 3 Transmedia Storytelling 3 Educational Games 2 Game 2 History 2 Learning 2 Metagame 2 Physicality 2 Player 2 Simulation 2 2D Games 1 3D Games 1 AI 1 AR 1 Accessibility 1 Additive Comprehension 1 Affective Connection 1 Agent 1 Ainsworth 1 Ambidexterity 1 Ancient Game 1 Assassin's Creed 1 Athlete 1 Athletics 1 Augmented Reality 1 Baicizhan assisted EFL vocabulary learning 1 Behavior 1 Board Game 1 Boredom 1
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English 42
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Clark, Douglas B 2 De Schutter, Bob 2 Sengupta, Pratim 2 Al-Rawashdeh, Baker 1 Alhasanat, Mahmoud B. 1 Alshamaileh, Mohammed 1 Altarawneh, Ghada 1 Amazan-Hall, Khaila 1 Azose, Jonathan J. 1 Barab, Sasha 1 Barhumi, Salwa 1 Benavides, Leonardo Rojas 1 Boda, Márton Attila 1 Boltz, Liz Owens 1 Borderie, Joceran 1 Brkljačić, Tihana 1 Brown, Julie A. 1 Castaneda, Lisa 1 Chatzeparaskevaidou, Ioanna 1 Chen, Jen Jen 1 Chiang, Kathy 1 Clark, Douglas B. 1 Corredor, Javier Alejandro 1 Cullen, Amanda L. L. 1 Davidovici-Nora, Myriam 1 Deghedi, Ghada Ahmed 1 Delello, Julie A 1 Deppe, Mark 1 Dormitorio, Edgar 1 Downs, Edward 1 Dunbar, Norah 1 Easterday, Matthew W. 1 Ecenbarger, Charlie 1 Elizondo, Javier 1 Fanfarelli, Joey R. 1 Faris, Hossam 1 Fitzpatrick, Colin 1 Foster, Aroutis 1 Frey, Christopher 1 Goette, William 1
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International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 42
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Expertise in Professional Overwatch Play
Fanfarelli, Joey R. - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 1, pp. 1-22
eSports is a rapidly growing phenomenon in competitive gaming. Expertise is an interesting topic to study in relation to eSports, as eSports athletes are considered among the most highly-skilled players of their particular games. Examining expertise not only advances the understanding of what...
Persistent link: https://www.econbiz.de/10012044978
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Distributed Cognition and Temporal Knowledge in League of Legends
Reitman, Jason Ginsberg - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 1, pp. 23-41
Elite video game competition provides a setting for studying how digitally connected teams handle massive amounts of information that no individual could manage on their own. This article discusses observations of the University of California, Irvine's scholarship League of Legends teams'...
Persistent link: https://www.econbiz.de/10012044979
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The Fall of the Fourth Wall: Designing and Evaluating Interactive Spectator Experiences
Stahlke, Samantha; Robb, James; Mirza-Babaei, Pejman - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 1, pp. 42-62
Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments,...
Persistent link: https://www.econbiz.de/10012044980
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Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches
Zhonggen, Yu - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 2, pp. 1-20
Numerous studies were devoted to use of games in vocabulary learning in English as a foreign language (EFL) tertiary courses, which reported significant improvements of vocabulary learning when using computer games. This study used a mixed-design research method comparing the effectiveness in...
Persistent link: https://www.econbiz.de/10012044981
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Revoicing, Bridging, and Stuttering Across Formal, Physical, and Virtual Spaces
Van Eaton, Grant; Clark, Douglas B; Sengupta, Pratim - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 2, pp. 21-46
As digital games and simulations become more commonplace in educational settings, it is important to document and analyze the way such digital learning environments merge with the traditional discourses and spaces of classroom-based learning environments. The current study contributes toward...
Persistent link: https://www.econbiz.de/10012044982
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Avoiding Revenge Using Optimal Opponent Ranking Strategy in the Board Game Catan
Boda, Márton Attila - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 2, pp. 47-70
The study analyses the attitude of players in a board game called Catan. In Catan, we are basically handling the players as opponents, but this does not rule out the possibility of cooperation. In a game with three players, in order to increase the chances of winning, it is worth acting together...
Persistent link: https://www.econbiz.de/10012044983
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Diversity and Inclusion in Esports Programs in Higher Education: Leading by Example at UCI
Amazan-Hall, Khaila; Chen, Jen Jen; Chiang, Kathy; … - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 2, pp. 71-80
The last 2 years have witnessed a tremendous rise in esports in the US and, with it, a growing concern about the lack of diversity and its underlying probable cause: toxicity toward women and minorities. The popularity of this new pastime among undergraduates has skyrocketed and club leagues are...
Persistent link: https://www.econbiz.de/10012044984
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College Students' Attraction to the Mobile Augmented Reality Game Pokémon Go
Delello, Julie A; McWhorter, Rochell R.; Goette, William - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 3, pp. 1-19
Recent headlines show instances of the popular augmented reality game Pokémon Go. Higher educators are watching students engage with schools in their community as they search for elusive Pokémon characters on mobile devices. But, technology is not without risk (i.e. privacy, physical harm)...
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On Computerizing the Ancient Game of Ṭāb
Hassanat, Ahmad B.; Altarawneh, Ghada; Tarawneh, Ahmad S.; … - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 3, pp. 20-40
The ancient game of ṭāb is a war and race game. It is played by two teams, each consisting of at least one player. In addition to presenting the game and its rules, the authors develop three versions of the game: human versus human, human versus computer, and computer versus computer. The...
Persistent link: https://www.econbiz.de/10012044986
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Understanding Games Through Complexity Thinking Approach
Deghedi, Ghada Ahmed - In: International Journal of Gaming and Computer-Mediated … 10 (2018) 3, pp. 41-56
The complexity theory and the concept of emergence is a theoretical framework that offers a vocabulary and tool for analyzing games as systems. Rather than dealing with a game as one complex adaptive system, this article uses the complexity thinking approach to study a game as a complex system...
Persistent link: https://www.econbiz.de/10012044987
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