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An experimental study of a model of communication-motivated behavior: The effects of attitudinal direction, ego-involvement, and incentive communication on prediction of multiple act overt behaviors
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Persuasion through play: how procedural rhetoric in casual games can inform public relations
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Grayline: Creating shared narrative experience through interactive storytelling
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brin_thesis_07202011
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Of worlds and avatars: a playercentric approach to videogames
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SomeDay: designing a game about different thought processes
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Females' video game playing motivation and performance: examining gender stereotypes and competence goals
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Minor battle: explorations of a multi‐spatial game experience
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The Palimpsest project: producing a cultural shift to enable a systematic shift
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Diss Last Format
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Social interaction moderates enjoyment and perception of physical activity during exergame play in young adults with autism spectrum disorders
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Play-testing a video game prototype with low-SES college-bound urban high school students
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The fourth estate in the third dimension: the image of the news media and the photojournalist in video games
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A case study of Nintendo during COVID-19: illustrated by the launch of Nintendo Switch and Animal Crossing: New Horizons
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Leafcutters: life simulation gameplay designed to evoke engagement with real-world subject matter
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“Mystical” VR: an experimental VR experience exploring concepts and symbolism of ancient Andean worldview based on the symbol ""La Chakana""
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Building interpersonal trust through digital games
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One more time: instances, applications, and implications of the replay
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BeachcomberVR: inspiring exploration: concepts in the production of a virtual reality game
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And the dead shall walk the earth: Zombies and the politics of death
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The effect of presenting worked examples for problem solving in a computer game
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Ruben's puppets
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BONDS: an asymmetrical collaborative adventure game on exploring the player's emotional connection and emergent gameplay
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duOS
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