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Citations to this Journal [234 citations: 1–100 of 216 articles]

Articles published in International Journal of Computer Games Technology have been cited 234 times. The following is a list of the 216 articles that have cited the articles published in International Journal of Computer Games Technology.

  • Lise McCoy, Robin K. Pettit, Joy H. Lewis, J. Aaron Allgood, Curt Bay, and Frederic N. Schwartz, “Evaluating medical student engagement during virtual patient simulations: a sequential, mixed methods study,” BMC Medical Education, vol. 16, no. 1, 2016. View at Publisher · View at Google Scholar
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  • César Martín-Gómez, Javier Bermejo-Busto, and Natalia Mambrilla-Herrero, “Emergency lighting cabinet for fire safety learning,” Case Studies in Fire Safety, vol. 3, pp. 17–24, 2015. View at Publisher · View at Google Scholar
  • Renato Luiz De Freitas Cunha, Marlos C. Machado, and Luiz Chaimowicz, “RTSMate,” Computers in Entertainment, vol. 11, no. 4, pp. 1–20, 2015. View at Publisher · View at Google Scholar
  • Tulio Teixeira Cota, Lucila Ishitani, and Niltom Vieira, “Mobile game design for the elderly: A study with focus on the motivation to play,” Computers In Human Behavior, vol. 51, pp. 96–105, 2015. View at Publisher · View at Google Scholar
  • Chloe Shu-Hua Yeh, “Exploring the effects of videogame play on creativity performance and emotional responses,” Computers in Human Behavior, vol. 53, pp. 396–407, 2015. View at Publisher · View at Google Scholar
  • Miriam A. Locher, Andreas H. Jucker, and Manuel Berger, “Negotiation of space in Second life newbie interaction,” Discourse, Context & Media, 2015. View at Publisher · View at Google Scholar
  • Rod Dry, Hashil Rabadia, Diana Felipe, Gordon Ingram, Nicoleta Maynard, and Esther Ventura-Medina, “SigmaPipe as an Education Tool for Engineers,” Education for Chemical Engineers, 2015. View at Publisher · View at Google Scholar
  • Jose Luis Eguia-GÓMez, Ruth Contreras-Espinosa, and Lluis Solano-Albajes, “Mediamorfosis y desinformación en la infoesfera: Alfabetización mediática, digital e informacional ante los cambios de hábitos de consumo informativo,” Education in the Knowledge Society (EKS), vol. 16, no. 2, pp. 31, 2015. View at Publisher · View at Google Scholar
  • Fengfeng Ke, “Designing and integrating purposeful learning in game play: a systematic review,” Educational Technology Research and Development, 2015. View at Publisher · View at Google Scholar
  • Antoine Urech, Tobias Krieger, Alvin Chesham, Fred W. Mast, and Thomas Berger, “Virtual Reality-Based Attention Bias Modification Training for Social Anxiety: A Feasibility and Proof of Concept Study,” Frontiers in Psychiatry, vol. 6, 2015. View at Publisher · View at Google Scholar
  • Patrick Fissler, Iris-Tatjana Kolassa, and Claudia Schrader, “Educational games for brain health: revealing their unexplored potential through a neurocognitive approach,” Frontiers in Psychology, vol. 6, 2015. View at Publisher · View at Google Scholar
  • Damiano Felini, “Beyond Today's Video Game Rating Systems: A Critical Approach to PEGI and ESRB, and Proposed Improvements,” Games And Culture, vol. 10, no. 1, pp. 106–122, 2015. View at Publisher · View at Google Scholar
  • Hua-Jun Hong, Chih-Fan Hsu, Tsung-Han Tsai, Chun-Ying Huang, Kuan-Ta Chen, and Cheng-Hsin Hsu, “Enabling Adaptive Cloud Gaming in an Open-Source Cloud Gaming Platform,” Ieee Transactions On Circuits And Systems For Video Technology, vol. 25, no. 12, pp. 2078–2091, 2015. View at Publisher · View at Google Scholar
  • Christian Bauckhage, Anders Drachen, and Rafet Sifa, “Clustering Game Behavior Data,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 7, no. 3, pp. 266–278, 2015. View at Publisher · View at Google Scholar
  • Hao Wang, Hao-Tsung Yang, and Chuen-Tsai Sun, “Thinking Style and Team Competition Game Performance and Enjoyment,” Ieee Transactions On Computational Intelligence And Ai In Games, vol. 7, no. 3, pp. 243–254, 2015. View at Publisher · View at Google Scholar
  • Jae-Ho Nah, Jin-Woo Kim, Junho Park, Won-Jong Lee, Jeong-Soo Park, Seok-Yoon Jung, Woo-Chan Park, Dinesh Manocha, and Tack-Don Han, “HART: A Hybrid Architecture for Ray Tracing Animated Scenes,” Ieee Transactions On Visualization And Computer Graphics, vol. 21, no. 3, pp. 389–401, 2015. View at Publisher · View at Google Scholar
  • Yen-Ru Shi, and Ju-Ling Shih, “Game Factors and Game-Based Learning Design Model,” International Journal of Computer Games Technology, vol. 2015, pp. 1–11, 2015. View at Publisher · View at Google Scholar
  • Liang Wang, Yu Wang, and Yan Li, “Mining Experiential Patterns from Game-Logs of Board Game,” International Journal of Computer Games Technology, vol. 2015, pp. 1–20, 2015. View at Publisher · View at Google Scholar
  • Weiping Zhu, Daoyuan Jia, Hongyu Wan, Tuo Yang, Cheng Hu, Kechen Qin, and Xiaohui Cui, “Waypoint Graph Based Fast Pathfinding in Dynamic Environment,” International Journal of Distributed Sensor Networks, vol. 2015, pp. 1–12, 2015. View at Publisher · View at Google Scholar
  • Ali Alshammari, and David Whittinghill, “Multiplayer Kinect Serious Games:,” International Journal of Game-Based Learning, vol. 5, no. 3, pp. 45–61, 2015. View at Publisher · View at Google Scholar
  • Richard Treves, Paolo Viterbo, and Mordechai (Muki) Haklay, “Footprints in the sky: using student track logs from a “bird's eye view” virtual field trip to enhance learning,” Journal of Geography in Higher Education, pp. 1–14, 2015. View at Publisher · View at Google Scholar
  • Shaw Bronner, Russell Pinsker, Rutika Naik, and J. Adam Noah, “Physiological and psychophysiological responses to an exer-game training protocol,” Journal of Science and Medicine in Sport, 2015. View at Publisher · View at Google Scholar
  • Richard L. Lamb, “Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games,” Journal of Science Education and Technology, 2015. View at Publisher · View at Google Scholar
  • Bingwen Jin, and Weidong Geng, “Correspondence specification learned from master frames for automatic inbetweening,” Multimedia Tools And Applications, vol. 74, no. 13, pp. 4873–4889, 2015. View at Publisher · View at Google Scholar
  • Jose Saldana, “On the effectiveness of an optimization method for the traffic of TCP-based multiplayer online games,” Multimedia Tools and Applications, 2015. View at Publisher · View at Google Scholar
  • Lorna Saunder, and Emma-Jane Berridge, “Immersive simulated reality scenarios for enhancing students’ experience of people with learning disabilities across all fields of nurse education,” Nurse Education in Practice, 2015. View at Publisher · View at Google Scholar
  • Young Bin Kim, Shin Jin Kang, Sang Hyeok Lee, Jang Young Jung, Hyeong Ryeol Kam, Jung Lee, Young Sun Kim, Joonsoo Lee, and Chang Hun Kim, “Efficiently detecting outlying behavior in video-game players,” PeerJ, vol. 3, pp. e1502, 2015. View at Publisher · View at Google Scholar
  • Paul Hodge, Jacqueline Davis, Neil Maiden, Bradley Mann, Aili Nidsjo, Alan Simpson, and Lisa Reynolds, “StreetWise: A Valid Ecology for a Serious Game in a Secure Forensic Mental Health Setting,” Procedia Computer Science, vol. 63, pp. 252–259, 2015. View at Publisher · View at Google Scholar
  • Reyhan Arslan Ayazlar, “Flow Phenomenon as a Tourist Experience in Paragliding: A Qualitative Research,” Procedia Economics and Finance, vol. 26, pp. 792–799, 2015. View at Publisher · View at Google Scholar
  • Cheng Chen, and Louis Leung, “Are You Addicted to Candy Crush Saga? An Exploratory Study Linking Psychological Factors to Mobile Social Game Addiction,” Telematics and Informatics, 2015. View at Publisher · View at Google Scholar
  • Daniel Camozzato, Leandro Dihl, Ivan Silveira, Fernando Marson, and Soraia R. Musse, “Procedural floor plan generation from building sketches,” The Visual Computer, 2015. View at Publisher · View at Google Scholar
  • Zhengwei Qi, Jianguo Yao, Chao Zhang, Miao Yu, Zhizhou Yang, and Haibing Guan, “VGRIS: Virtualized GPU Resource Isolation and Scheduling in Cloud Gaming,” Acm Transactions on Architecture and Code Optimization, vol. 11, no. 2, pp. 61–85, 2014. View at Publisher · View at Google Scholar
  • Sören Pirk, Till Niese, Torsten Hädrich, Bedrich Benes, and Oliver Deussen, “Windy trees,” ACM Transactions on Graphics, vol. 33, no. 6, pp. 1–11, 2014. View at Publisher · View at Google Scholar
  • Kuan-Ta Chen, De-Yu Chen, Hwai-Jung Hsu, and Cheng-Hsin Hsu, “GamingAnywhere: The First Open Source Cloud Gaming System,” Acm Transactions on Multimedia Computing Communications and Applications, vol. 10, no. 1, 2014. View at Publisher · View at Google Scholar
  • James She, Jon Crowcroft, Hao Fu, and Flora Li, “Convergence of Interactive Displays with Smart Mobile Devices for Effective Advertising: A Survey,” Acm Transactions on Multimedia Computing Communications and Applications, vol. 10, no. 2, 2014. View at Publisher · View at Google Scholar
  • Reinhard Koenig, and Katja Knecht, “Comparing two evolutionary algorithm based methods for layout generation: Dense packing versus subdivision,” Ai Edam-Artificial Intelligence for Engineering Design Analysis and Manufac, vol. 28, no. 3, pp. 285–299, 2014. View at Publisher · View at Google Scholar
  • Sylvester Arnab, Theodore Lim, Maira B. Carvalho, Francesco Bellotti, Sara de Freitas, Sandy Louchart, Neil Suttie, Riccardo Berta, and Alessandro De Gloria, “Mapping learning and game mechanics for serious games analysis,” British Journal of Educational Technology, 2014. View at Publisher · View at Google Scholar
  • Jakub Livovský, and Jaroslav Porubän, “Learning object-oriented paradigm by playing computer games: concepts first approach,” Central European Journal of Computer Science, vol. 4, no. 3, pp. 171–182, 2014. View at Publisher · View at Google Scholar
  • Kyeonah Yu, and Juntae Kim, “Efficient planning of NPC cluster movement in computer game environment,” Cluster Computing, 2014. View at Publisher · View at Google Scholar
  • Ruben M. Smelik, Tim Tutenel, Rafael Bidarra, and Bedrich Benes, “A Survey on Procedural Modelling for Virtual Worlds,” Computer Graphics Forum, 2014. View at Publisher · View at Google Scholar
  • Alf Inge Wang, “The wear out effect of a game-based student response system,” Computers & Education, 2014. View at Publisher · View at Google Scholar
  • Alun Evans, Marco Romeo, Arash Bahrehmand, Javi Agenjo, and Josep Blat, “3D Graphics on the Web: A Survey,” Computers & Graphics, 2014. View at Publisher · View at Google Scholar
  • Georgios Christou, “The interplay between immersion and appeal in video games,” Computers in Human Behavior, vol. 32, pp. 92–100, 2014. View at Publisher · View at Google Scholar
  • Austin M. Grinberg, Jesus Serrano Careaga, Matthias R. Mehl, and Mary-Frances O'Connor, “Social engagement and user immersion in a socially based virtual world,” Computers in Human Behavior, vol. 36, pp. 479–486, 2014. View at Publisher · View at Google Scholar
  • Christian Sebastian Loh, and Yanyan Sheng, “Maximum Similarity Index (MSI): A metric to differentiate the performance of novices vs. multiple-experts in serious games,” Computers in Human Behavior, vol. 39, pp. 322–330, 2014. View at Publisher · View at Google Scholar
  • Alf Inge Wang, Aleksander Aanesl. Elvemo, and Vegard Gamnes, “Three Social Classroom Applications to Improve Student Attitudes,” Education Research International, vol. 2014, pp. 1–14, 2014. View at Publisher · View at Google Scholar
  • R. Lara-Cabrera, C. Cotta, and A.J. Fernández-Leiva, “Geometrical vs topological measures for the evolution of aesthetic maps in a rts game,” Entertainment Computing, 2014. View at Publisher · View at Google Scholar
  • Anders Drachen, Joseph Riley, Shawna Baskin, and Diego Klabjan, “Going out of business: Auction house behavior in the Massively Multi-Player Online Game Glitch,” Entertainment Computing, 2014. View at Publisher · View at Google Scholar
  • F. M. Williams-Bell, B. Kapralos, A. Hogue, B. M. Murphy, and E. J. Weckman, “Using Serious Games and Virtual Simulation for Training in the Fire Service: A Review,” Fire Technology, 2014. View at Publisher · View at Google Scholar
  • Jeffrey Laut, Sarah Nelson Wright, Ored Nov, and Maurizio Porfiri, “Gowanus Voyage: Where Mechatronics, Public Art, Community Members, and Environmental Science Meet,” Ieee Control Systems Magazine, vol. 34, no. 1, pp. 60–64, 2014. View at Publisher · View at Google Scholar
  • Andrew A. Skabar, “A Micromanagement Task Allocation System for Real-Time Strategy Games,” Ieee Transactions on Computational Intelligence and Ai in Games, vol. 6, no. 1, pp. 67–77, 2014. View at Publisher · View at Google Scholar
  • Mingli Song, Dacheng Tao, Shengpeng Sun, Chun Chen, and Stephen J. Maybank, “Robust 3D Face Landmark Localization Based on Local Coordinate Coding,” Ieee Transactions on Image Processing, vol. 23, no. 12, pp. 5108–5122, 2014. View at Publisher · View at Google Scholar
  • Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, and Cheng-Hsin Hsu, “On the Quality of Service of Cloud Gaming Systems,” Ieee Transactions on Multimedia, vol. 16, no. 2, pp. 480–495, 2014. View at Publisher · View at Google Scholar
  • Chao Zhang, Jianguo Yao, Zhengwei Qi, Miao Yu, and Haibing Guan, “vGASA: Adaptive Scheduling Algorithm of Virtualized GPU Resource in Cloud Gaming,” Ieee Transactions on Parallel and Distributed Systems, vol. 25, no. 11, pp. 3036–3045, 2014. View at Publisher · View at Google Scholar
  • Qianqian Jiang, Zhongke Wu, Ting Zhang, Xingce Wang, and Mingquan Zhou, “G(2)-Continuity Extension Algorithm of Ball B-Spline Curves,” Ieice Transactions on Information and Systems, vol. E97D, no. 8, pp. 2030–2037, 2014. View at Publisher · View at Google Scholar
  • Christoph Schlieder, “Geogames – Gestaltungsaufgaben und geoinformatische Lösungsansätze,” Informatik-Spektrum, vol. 37, no. 6, pp. 567–574, 2014. View at Publisher · View at Google Scholar
  • Ioana Ghergulescu, and Cristina Hava Muntean, “A Novel Sensor-Based Methodology for Learner's Motivation Analysis in Game-Based Learning,” Interacting With Computers, vol. 26, no. 4, pp. 305–320, 2014. View at Publisher · View at Google Scholar
  • Inma Rodríguez-Ardura, and Antoni Meseguer-Artola, “What leads people to keep on e-learning? An empirical analysis of users' experiences and their effects on continuance intention,” Interactive Learning Environments, pp. 1–24, 2014. View at Publisher · View at Google Scholar
  • Fedwa Laamarti, Mohamad Eid, and Abdulmotaleb El Saddik, “An Overview of Serious Games,” International Journal of Computer Games Technology, vol. 2014, pp. 1–15, 2014. View at Publisher · View at Google Scholar
  • André F. S. Barbosa, Pedro N. M. Pereira, João A. F. F. Dias, and Frutuoso G. M. Silva, “A New Methodology of Design and Development of Serious Games,” International Journal of Computer Games Technology, vol. 2014, pp. 1–8, 2014. View at Publisher · View at Google Scholar
  • Mina Hassanzadeh, Yahya Mahajer, and Ahmad Sharifan, “The role of traffic’s television teasers on reducing driving accidents,” International Journal of Research Studies in Educational Technology, vol. 4, no. 1, 2014. View at Publisher · View at Google Scholar
  • Nurullah Akkaya, Ersin Aytac, and Dogan Ibrahim, “Behaviour Tree Based Control For Efficient Navigation Of Holonomic Robots,” International Journal of Robotics & Automation, vol. 29, no. 1, pp. 44–57, 2014. View at Publisher · View at Google Scholar
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  • Savvas Papagiannidis, Eric See-To, and Michael Bourlakis, “Virtual test-driving: The impact of simulated products on purchase intention,” Journal of Retailing and Consumer Services, 2014. View at Publisher · View at Google Scholar
  • Luis Huanca Ghislanzoni, Matteo De Simone, Riccardo Rosati, Andrea Bottino, and Chiarella Sforza, “A new 3-dimensional method for the construction of an average dental arch,” Journal of the World Federation of Orthodontists, 2014. View at Publisher · View at Google Scholar
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