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Citations to this Journal [434 citations: 1–100 of 393 articles]

Articles published in International Journal of Computer Games Technology have been cited 434 times. The following is a list of the 393 articles that have cited the articles published in International Journal of Computer Games Technology.

  • David Moffat, and Joshua D. Reiss, “Perceptual Evaluation of Synthesized Sound Effects,” ACM Transactions on Applied Perception, vol. 15, no. 2, pp. 1–19, 2018. View at Publisher · View at Google Scholar
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  • Papia Bawa, Sunnie Lee Watson, and William Watson, “Motivation is a Game: Massively multiplayer online games as agents of Motivation in higher education,” Computers & Education, 2018. View at Publisher · View at Google Scholar
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  • Sandra Jurdi, Jorge Montaner, Fernando Garcia-Sanjuan, Javier Jaen, and Vicente Nacher, “A systematic review of game technologies for pediatric patients,” Computers in Biology and Medicine, 2018. View at Publisher · View at Google Scholar
  • Samantha N. Stahlke, and Pejman Mirza-Babaei, “Usertesting Without the User,” Computers in Entertainment, vol. 16, no. 2, pp. 1–18, 2018. View at Publisher · View at Google Scholar
  • Oswald D. Kothgassner, Andreas Goreis, Johanna X. Kafka, Helmut Hlavacs, Leon Beutl, Ilse Kryspin-Exner, and Anna Felnhofer, “Agency and Gender Influence Older Adults' Presence-Related Experiences in an Interactive Virtual Environment,” Cyberpsychology, Behavior, and Social Networking, vol. 21, no. 5, pp. 318–324, 2018. View at Publisher · View at Google Scholar
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  • Truong-Huy D. Nguyen, Edward Melcer, Alessandro Canossa, Katherine Isbister, and Magy Seif El-Nasr, “Seagull: A bird’s-eye view of the evolution of technical games research,” Entertainment Computing, vol. 26, pp. 88–104, 2018. View at Publisher · View at Google Scholar
  • Leonardo Torok, Mateus Pelegrino, Daniela Trevisan, Anselmo Montenegro, and Esteban Clua, “Smart controller: introducing a dynamic interface adapted to the gameplay,” Entertainment Computing, 2018. View at Publisher · View at Google Scholar
  • Grégory Ben-Sadoun, Valeria Manera, Julian Alvarez, Guillaume Sacco, and Philippe Robert, “Recommendations for the Design of Serious Games in Neurodegenerative Diseases,” Frontiers in Aging Neuroscience, vol. 10, 2018. View at Publisher · View at Google Scholar
  • Deirdre O'Donnell, Éidín Ní Shé, Carmel Davies, Sarah Donnelly, Therese Cooney, Diarmuid O'Coimin, Diarmuid O'Shea, Lorraine Kyne, Diarmaid O'Sullivan, Bernadette Rock, Marie O'Shea, Eilish McAuliffe, Ann O'Shaughnessy, and Thilo Kroll, “Promoting assisted decision-making in acute care settings for care planning purposes: Study protocol,” HRB Open Research, vol. 1, pp. 2, 2018. View at Publisher · View at Google Scholar
  • Yang Liu, Lin Feng, Shenglan Liu, and Muxin Sun, “Sensor Network Oriented Human Motion Segmentation With Motion Change Measurement,” IEEE Access, vol. 6, pp. 9281–9291, 2018. View at Publisher · View at Google Scholar
  • Wei Zhang, Xiaofei Liao, Peng Li, Hai Jin, Li Lin, and Bing Bing Zhou, “Fine-Grained Scheduling in Cloud Gaming on Heterogeneous CPU-GPU Clusters,” IEEE Network, vol. 32, no. 1, pp. 172–178, 2018. View at Publisher · View at Google Scholar
  • Richardos Drakoulis, Francesco Bellotti, Ioannis Bakas, Riccardo Berta, Pratheep Kumar Paranthaman, Gautam Ravindra Dange, Panagiotis Lytrivis, Katia Pagle, Alessandro De Gloria, and Angelos Amditis, “A Gamified Flexible Transportation Service for On-Demand Public Transport,” IEEE Transactions on Intelligent Transportation Systems, vol. 19, no. 3, pp. 921–933, 2018. View at Publisher · View at Google Scholar
  • Fernando Bevilacqua, Henrik Engström, and Per Backlund, “Automated Analysis of Facial Cues from Videos as a Potential Method for Differentiating Stress and Boredom of Players in Games,” International Journal of Computer Games Technology, vol. 2018, pp. 1–14, 2018. View at Publisher · View at Google Scholar
  • Shen Shen, Jianhua Gong, Jianming Liang, Wenhang Li, Dong Zhang, Lin Huang, and Guoyong Zhang, “A Heterogeneous Distributed Virtual Geographic Environment—Potential Application in Spatiotemporal Behavior Experiments,” ISPRS International Journal of Geo-Information, vol. 7, no. 2, pp. 54, 2018. View at Publisher · View at Google Scholar
  • Xiaoye Cheng, Chetan S. Sankar, and Yichuan Wang, “Using serious games in data communications and networking management course,” Journal of Computer Information Systems, vol. 58, no. 1, pp. 39–48, 2018. View at Publisher · View at Google Scholar
  • Richard Lui, and Cheuk Hang Au, “I.S. educational game: Adoption in teaching search engine optimization (SEO),” Journal of Computer Information Systems, pp. 1–11, 2018. View at Publisher · View at Google Scholar
  • Hege Mari Johnsen, Mariann Fossum, Pirashanthie Vivekananda-Schmidt, Ann Fruhling, and Åshild Slettebø, “Developing a Serious Game for Nurse Education,” Journal of Gerontological Nursing, vol. 44, no. 1, pp. 15–19, 2018. View at Publisher · View at Google Scholar
  • Raed Salah Algharabat, “The Role of Telepresence and User Engagement in Co-Creation Value and Purchase Intention: Online Retail Context,” Journal of Internet Commerce, pp. 1–25, 2018. View at Publisher · View at Google Scholar
  • Manal M. Alhammad, and Ana M. Moreno, “Gamification in software engineering education:a systematic mapping,” Journal of Systems and Software, 2018. View at Publisher · View at Google Scholar
  • Dorothy Farrel, Kateri Ray, Telvis Rich, Zulema Suarez, Brian Christenson, and Lisa Jennigs, “A Meta-Analysis of Approaches to Engage Social Work Students Online,” Journal of Teaching in Social Work, pp. 1–15, 2018. View at Publisher · View at Google Scholar
  • Henrique Castro Neto, and Rita Maria Silva Julia, “ACE-RL-Checkers: decision-making adaptability through integration of automatic case elicitation, reinforcement learning, and sequential pattern mining,” Knowledge and Information Systems, 2018. View at Publisher · View at Google Scholar
  • Alessio Bellino, “SEQUENCE: a remote control technique to select objects by matching their rhythm,” Personal and Ubiquitous Computing, 2018. View at Publisher · View at Google Scholar
  • Byoung Ko, “A Brief Review of Facial Emotion Recognition Based on Visual Information,” Sensors, vol. 18, no. 2, pp. 401, 2018. View at Publisher · View at Google Scholar
  • Dilip S. Mutum, Ezlika M. Ghazali, Amrul Asraf Mohd-Any, and Bang Nguyen, “Avoidance of Sponsored Posts on Consumer Generated Content: A study of personal blogs,” The Bottom Line, pp. 00–00, 2018. View at Publisher · View at Google Scholar
  • Anton S. Kaplanyan, Derek Nowrouzezahrai, Timo Aila, Chakravarty R. Alla Chaitanya, Christoph Schied, Marco Salvi, and Aaron Lefohn, “Interactive reconstruction of Monte Carlo Image Sequences using a Recurrent Denoising Autoencoder,” ACM Transactions on Graphics, vol. 36, no. 4, 2017. View at Publisher · View at Google Scholar
  • Farouk Messaoudi, Adlen Ksentini, Gwendal Simon, and Philippe Bertin, “Performance Analysis of Game Engines on Mobile and Fixed Devices,” ACM Transactions on Multimedia Computing, Communications, and Applications, vol. 13, no. 4, pp. 1–28, 2017. View at Publisher · View at Google Scholar
  • Pasi Fränti, Radu Mariescu-Istodor, and Lahari Sengupta, “O-Mopsi,” ACM Transactions on Multimedia Computing, Communications, and Applications, vol. 13, no. 4, pp. 1–25, 2017. View at Publisher · View at Google Scholar
  • Marie Ward, Christian Korpos, Eilish McAuliffe, Catherine Holland, Nick McDonald, Éidín Ní Shé, Ann Duffy, Una Geary, Una Cunningham, and Karen Egan, “Imbuing medical professionalism in relation to safety: A study protocol for a mixed-methods intervention focused on trialling an embedded learning approach that centres on the use of a custom designed board game,” BMJ Open, vol. 7, no. 7, 2017. View at Publisher · View at Google Scholar
  • Štefan Kohek, and Damjan Strnad, “Interactive Large-Scale Procedural Forest Construction and Visualization Based on Particle Flow Simulation,” Computer Graphics Forum, 2017. View at Publisher · View at Google Scholar
  • Irini Malegiannaki, and Τhanasis Daradoumis, “Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review,” Computers & Education, 2017. View at Publisher · View at Google Scholar
  • SeongKi Kim, Takahiro Harada, and Young J. Kim, “Energy-efficient Global Illumination Algorithms for Mobile Devices using Dynamic Voltage and Frequency Scaling,” Computers & Graphics, 2017. View at Publisher · View at Google Scholar
  • N. Nazrina M. Nazry, and Daniela M. Romano, “Mood and learning in navigation-based serious games,” Computers in Human Behavior, 2017. View at Publisher · View at Google Scholar
  • Yasin Bulduklu, “Mobile games on the basis of uses and gratifications approach,” Convergence: The International Journal of Research into New Media Technologies, pp. 135485651774815, 2017. View at Publisher · View at Google Scholar
  • Veljko Aleksić, and Mirjana Ivanović, “A literature review of empirical research on the effects of digital games on learning styles and multiple intelligences,” Croatian Journal of Education, vol. 19, no. 2, pp. 511–562, 2017. View at Publisher · View at Google Scholar
  • Xin Fu, Xi Chen, Yu-Tong Shi, Indranil Bose, and Shun Cai, “User Segmentation for Retention Management in Online Social Games,” Decision Support Systems, 2017. View at Publisher · View at Google Scholar
  • Luís García-Barrios, Juana Cruz-Morales, John Vandermeer, and Ivette Perfecto, “The Azteca Chess experience: Learning how to share concepts of ecological complexity with small coffee farmers,” Ecology and Society, vol. 22, no. 2, 2017. View at Publisher · View at Google Scholar
  • Zarwina Yusoff, Amirrudin Kamsin, Shahaboddin Shamshirband, and Anthony T. Chronopoulos, “A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy,” Education and Information Technologies, 2017. View at Publisher · View at Google Scholar
  • Jessica Hsiaofen Chen, and Jen-Ruei Fu, “On The Effects Of Perceived Value In The Mobile Moment,” Electronic Commerce Research and Applications, 2017. View at Publisher · View at Google Scholar
  • Cheng-Ta Yang, Her-Tyan Yeh, Bing-Chang Chen, and Guo-Xiang Jian, “Automatic tunable deployment for real-time strategy games,” Engineering Computations, vol. 34, no. 2, pp. 239–250, 2017. View at Publisher · View at Google Scholar
  • Chao Peng, Lizhou Cao, and Sabin Timalsena, “Gamification of Apollo lunar exploration missions for learning engagement,” Entertainment Computing, vol. 19, pp. 53–64, 2017. View at Publisher · View at Google Scholar
  • Nicola Dusi, Ilaria Ferretti, and Marco Furini, “A Transmedia Storytelling System To Transform Recorded Film Memories Into Visual History,” Entertainment Computing, 2017. View at Publisher · View at Google Scholar
  • Fernando Bevilacqua, Henrik Engström, and Per Backlund, “Changes in heart rate and facial actions during a gaming session with provoked boredom and stress,” Entertainment Computing, 2017. View at Publisher · View at Google Scholar
  • Zeyad Abd Algfoor, Mohd Shahrizal Sunar, and Afnizanfaizal Abdullah, “A new weighted pathfinding algorithms to reduce the search time on grid maps,” Expert Systems with Applications, vol. 71, pp. 319–331, 2017. View at Publisher · View at Google Scholar
  • Kristoffer S. Fj?llingsdal, and Christian A. Kl?ckner, “ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment,” Frontiers in Psychology, vol. 8, 2017. View at Publisher · View at Google Scholar
  • Adolfo J. Cangas, Noelia Navarro, José M. A. Parra, Juan J. Ojeda, Diego Cangas, Jose A. Piedra, and Jose Gallego, “Stigma-Stop: A Serious Game against the Stigma toward Mental Health in Educational Settings,” Frontiers in Psychology, vol. 8, 2017. View at Publisher · View at Google Scholar
  • Dominik Meiländer, and Sergei Gorlatch, “Modelling the scalability of Real-Time Online Interactive Applications on Clouds,” Future Generation Computer Systems, 2017. View at Publisher · View at Google Scholar
  • Yongle Lu, Shuang Gong, Yan Wang, Yu Liu, Yue Yu, Xin Zhang, and Qixing Ding, “An Adaptive Hybrid Filter Fusion Algorithm for Human Motion Capture,” Gongcheng Kexue Yu Jishu/Advanced Engineering Science, vol. 49, no. 5, pp. 93–100, 2017. View at Publisher · View at Google Scholar
  • Zahra Sheikhi Darani, and Marjan Kaedi, “Improving the interactive genetic algorithm for customer-centric product design by automatically scoring the unfavorable designs,” Human-centric Computing and Information Sciences, vol. 7, no. 1, 2017. View at Publisher · View at Google Scholar
  • Chin-Feng Lai, Ren-Hung Hwang, and Han-Chieh Chao, “A QoS Aware Resource Allocation Strategy for Mobile Graphics Rendering With Cloud Support,” IEEE Transactions on Circuits and Systems for Video Technology, vol. 27, no. 1, pp. 110–124, 2017. View at Publisher · View at Google Scholar
  • Hyukjae Jang, Sungwon P. Choe, Simon N. B. Gunkel, Seungwoo Kang, and Junehwa Song, “A System to Analyze Group Socializing Behaviors in Social Parties,” IEEE Transactions on Human-Machine Systems, vol. 47, no. 6, pp. 801–813, 2017. View at Publisher · View at Google Scholar
  • Yoones A. Sekhavat, “Privacy Preserving Cloth Try-On Using Mobile Augmented Reality,” IEEE Transactions on Multimedia, vol. 19, no. 5, pp. 1041–1049, 2017. View at Publisher · View at Google Scholar
  • Shaghayegh Zihajehzadeh, and Edward J. Park, “A Novel Biomechanical Model-Aided IMU/UWB Fusion for Magnetometer-Free Lower Body Motion Capture,” IEEE Transactions on Systems, Man, and Cybernetics: Systems, vol. 47, no. 6, pp. 927–938, 2017. View at Publisher · View at Google Scholar
  • Kamran Sedig, Paul Parsons, and Robert Haworth, “Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames,” Informatics, vol. 4, no. 1, pp. 4, 2017. View at Publisher · View at Google Scholar
  • Mauricio R. de A. Souza, Lucas Veado, Renata Teles Moreira, Eduardo Figueiredo, and Heitor Costa, “A Systematic Mapping Study on Game-related Methods for Software Engineering Education,” Information and Software Technology, 2017. View at Publisher · View at Google Scholar
  • Savvas Papagiannidis, Eleonora Pantano, Eric W.K. See-To, Charles Dennis, and Michael Bourlakis, “To immerse or not? Experimenting with two virtual retail environments,” Information Technology & People, vol. 30, no. 1, pp. 163–188, 2017. View at Publisher · View at Google Scholar
  • Varvara Garneli, and Konstantinos Chorianopoulos, “Programming video games and simulations in science education: exploring computational thinking through code analysis,” Interactive Learning Environments, pp. 1–16, 2017. View at Publisher · View at Google Scholar
  • Suphanut Jamonnak, and En Cheng, “Little Botany: A Mobile Game Utilizing Data Integration to Enhance Plant Science Education,” International Journal of Computer Games Technology, vol. 2017, pp. 1–14, 2017. View at Publisher · View at Google Scholar
  • Chaoguang Wang, and Gino Yu, “The Relationship between Player’s Value Systems and Their In-Game Behavior in a Massively Multiplayer Online Role-Playing Game,” International Journal of Computer Games Technology, vol. 2017, pp. 1–10, 2017. View at Publisher · View at Google Scholar
  • Benny Onrust, Rafael Bidarra, Robert Rooseboom, and Johan van de Koppel, “Ecologically Sound Procedural Generation of Natural Environments,” International Journal of Computer Games Technology, vol. 2017, pp. 1–17, 2017. View at Publisher · View at Google Scholar
  • Filipe M. B. Boaventura, and Victor T. Sarinho, “MEnDiGa: A Minimal Engine for Digital Games,” International Journal of Computer Games Technology, vol. 2017, pp. 1–13, 2017. View at Publisher · View at Google Scholar
  • Yoones A. Sekhavat, and Hossein Zarei, “Sense of Immersion in Computer Games Using Single and Stereoscopic Augmented Reality,” International Journal of Human–Computer Interaction, vol. 34, no. 2, pp. 187–194, 2017. View at Publisher · View at Google Scholar
  • Ignacio Alvarez, and Laura Rumbel, “Skyline: A platform towards scalable UX-centric in-vehicle HMI development,” International Journal of Mobile Human Computer Interaction, vol. 9, no. 3, pp. 34–53, 2017. View at Publisher · View at Google Scholar
  • Abdul Syafiq Bahrin, Mohd. Khairie Ahmad, Abdul Nasir Zulkifli, and Juliana A. Abubakar, “Conceptual model of game aesthetics for perceived learning in narrative games,” International Journal on Advanced Science, Engineering and Information Technology, vol. 7, no. 3, pp. 993–999, 2017. View at Publisher · View at Google Scholar
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  • Yoones A. Sekhavat, “Behavior Trees for Computer Games,” International Journal on Artificial Intelligence Tools, vol. 26, no. 2, 2017. View at Publisher · View at Google Scholar
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  • Mohamad Idriss, Halim Tannous, Dan Istrate, Anaick Perrochon, Jean-Yves Salle, Marie-Christine Ho Ba Tho, and Tien-Tuan Dao, “Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders,” JMIR Serious Games, vol. 5, no. 3, pp. e14, 2017. View at Publisher · View at Google Scholar
  • Lamyae Sardi, Ali Idri, and José Luis Fernández-Alemán, “A Systematic Review of Gamification in e-Health,” Journal of Biomedical Informatics, 2017. View at Publisher · View at Google Scholar
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  • Spencer Smith, and Samantha Chan, “Collaborative and Competitive Video Games for Teaching Computing in Higher Education,” Journal of Science Education and Technology, 2017. View at Publisher · View at Google Scholar
  • Ranit Mishori, Sarah Kureshi, and Hope Ferdowsian, “War games: using an online game to teach medical students about survival during conflict ‘When my survival instincts kick in, what am I truly capable of in times of conflict?’,” Medicine, Conflict and Survival, pp. 1–13, 2017. View at Publisher · View at Google Scholar
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  • Isar Nejadgholi, Seyyed Ali SeyyedSalehi, and Sylvain Chartier, “A Brain-Inspired Method of Facial Expression Generation Using Chaotic Feature Extracting Bidirectional Associative Memory,” Neural Processing Letters, vol. 46, no. 3, pp. 943–960, 2017. View at Publisher · View at Google Scholar
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  • Juan Manuel Fernandez Montenegro, and Vasileios Argyriou, “Cognitive Evaluation for the Diagnosis of Alzheimer’s disease based on Turing Test and Virtual Environments,” Physiology & Behavior, 2017. View at Publisher · View at Google Scholar
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  • Jane Reeves, Tracee Green, Lynne Marsden, and Nikki Shaw, “ myCourtroom: Rosie’s family go to court ; the use of simulations in preparing social workers for court ,” Social Work Education, pp. 1–16, 2017. View at Publisher · View at Google Scholar
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  • Maziar Gholami Korzani, Sergio A. Galindo-Torres, Alexander Scheuermann, and David J. Williams, “Parametric study on Smoothed Particle Hydrodynamics to accurately determine drag coefficient for a circular cylinder,” Water Science and Engineering, 2017. View at Publisher · View at Google Scholar
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