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  • The role of motivation to change and mindsets in a game promoted for mental health
    Entertain. Comput. (IF 1.297) Pub Date : 2020-05-20
    Aniek Wols; Marlou Poppelaars; Anna Lichtwarck-Aschoff; Isabela Granic

    Anxiety and depression are the most prevalent mental health disorders among young adults, leading to debilitating outcomes. Recently, there has been an increasing interest in the use of video games to prevent and treat mental health problems. Insight into the motivational factors that influence game selection and engagement will inform us on how to tailor the promotion of mental health games. The primary

    更新日期:2020-05-20
  • The evaluation video quality in social clouds
    Entertain. Comput. (IF 1.297) Pub Date : 2020-05-11
    Sajida Karim; Hui He; Asif Ali Laghari; Kamran Ali Memon; Mehak Khan; Arif Hussain Magsi

    Social clouds are nowadays very popular among users around the world, and users post videos and images on their wall to share with family and friends. Social cloud automatically compressed the videos during the upload process for fast load in webpages and save storage, which decreases the Quality of Experience (QoE) of the end-user. Previously subjective QoE of social cloud videos was conducted to

    更新日期:2020-05-11
  • A systematic review on the impacts of game-based learning on argumentation skills
    Entertain. Comput. (IF 1.297) Pub Date : 2020-05-07
    Omid Noroozi; Hojjat Dehghanzadeh; Ebrahim Talaee

    This study maps instructional support and learning outcomes of argumentation game-based learning. For this systematic review, 29 publications dating from 2000 through 2019 were studied to highlight the foci of this field of research. Although these studies reported effects of game-based learning on learning outcomes and instructional supports on argumentation skills, none of the publications reported

    更新日期:2020-05-07
  • Tagore and neuroscience: A non-linear multifractal study to encapsulate the evolution of Tagore songs over a century
    Entertain. Comput. (IF 1.297) Pub Date : 2020-04-12
    Shankha Sanyal; Archi Banerjee; Sayan Nag; Uddalok Sarkar; Souparno Roy; Ranjan Sengupta; Dipak Ghosh

    The verses of Rabindranath Tagore have been sung by various artistes over generations spanning over almost 100 years. There are few songs which were popular in the early years and have been able to retain their popularity over the years while some others have faded away in the course of time. In this study we tried to find cues in the singing style of these songs, sung by different singers spanning

    更新日期:2020-04-12
  • Viewing experience of 3DTV: An exploration of the feeling of sickness and presence in a shopping mall.
    Entertain. Comput. Pub Date : 2013-03-14
    Marianna Obrist,Daniela Wurhofer,Thomas Meneweger,Thomas Grill,Manfred Tscheligi

    The adoption and deployment of 3DTV can be seen as a major step in the history of television, comparable to the transition from analogue to digital and standard to high definition TV. Although 3D is expected to emerge from the cinema to peoples' home, there is still a lack of knowledge on how people (future end users) perceive 3DTV and how this influences their viewing experience as well as their acceptance

    更新日期:2019-11-01
  • The promise of exergames as tools to measure physical health.
    Entertain. Comput. Pub Date : 2011-01-01
    Amanda E Staiano,Sandra L Calvert

    Exergames are popular video games that combine physical activity with digital gaming. To measure effects of exergame play on physical outcomes and health behaviors, most studies use external measures including accelerometry, indirect calorimetry, heart rate monitors, and written surveys. These measures may reduce external validity by burdening participants during gameplay. Many exergames have the capability

    更新日期:2019-11-01
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