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Citations to this Journal [276 citations: 1–100 of 254 articles]

Articles published in International Journal of Computer Games Technology have been cited 276 times. The following is a list of the 254 articles that have cited the articles published in International Journal of Computer Games Technology.

  • Magnus Andersson Hagiwara, Per Backlund, Hanna Maurin Söderholm, Lars Lundberg, Mikael Lebram, and Henrik Engström, “Measuring participants’ immersion in healthcare simulation: the development of an instrument,” Advances in Simulation, vol. 1, no. 1, 2016. View at Publisher · View at Google Scholar
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  • Inma Rodríguez-Ardura, and Antoni Meseguer-Artola, “Flow in e-learning: What drives it and why it matters,” British Journal of Educational Technology, 2016. View at Publisher · View at Google Scholar
  • Juliette Thariat, Anne Creisson, Blandine Chamignon, Magali Dejode, Marie Gastineau, Christophe Hébert, Fabienne Boissin, Christelle Topfer, Elise Gilbert, Benoit Grondin, Helène Guennoc, Veronique Mari, Solange Buzzo, Dominique Saja, Nathalie Duboue, Rabia Boulahssass, Alexia Tosi, Suzanne Verne, Julie Ducray, Isabelle Benard-Thiery, and Jean Marc Ferrero, “Éducation thérapeutique du patient, concepts et mise en œuvre,” Bulletin du Cancer, 2016. View at Publisher · View at Google Scholar
  • Kaidi Gao, Jianhua Yang, Andreas Seidel-Morgenstern, and Christof Hamel, “Methane Dehydro-Aromatization: Potential of a Mo/MCM-22 Catalyst and Hydrogene-Selective Membranes,” Chemie Ingenieur Technik, vol. 88, no. 1-2, pp. 168–176, 2016. View at Publisher · View at Google Scholar
  • Majka Woods, and Mark E. Rosenberg, “Educational Tools: Thinking Outside the Box,” Clinical Journal Of The American Society Of Nephrology, vol. 11, no. 3, pp. 518–526, 2016. View at Publisher · View at Google Scholar
  • Selin Tuysuzoglu Sagalowsky, Sheri-Ann Wynter, Marc Auerbach, Martin V. Pusic, and David O. Kessler, “Simulation-Based Procedural Skills Training in Pediatric Emergency Medicine,” Clinical Pediatric Emergency Medicine, 2016. View at Publisher · View at Google Scholar
  • R. Barringer, M. Andersson, and T. Akenine-Möller, “Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture,” Computer Graphics Forum, 2016. View at Publisher · View at Google Scholar
  • Lynceo Falavigna Braghirolli, José Luis Duarte Ribeiro, Andreas Dittmar Weise, and Morgana Pizzolato, “Benefits of educational games as an introductory activity in industrial engineering education,” Computers in Human Behavior, vol. 58, pp. 315–324, 2016. View at Publisher · View at Google Scholar
  • Christine M. Bachen, Pedro Hernández-Ramos, Chad Raphael, and Amanda Waldron, “How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game?,” Computers in Human Behavior, vol. 64, pp. 77–87, 2016. View at Publisher · View at Google Scholar
  • Cindy Parra, Ashley Decker, and Kira Minkis, “How to Assess Dermatology Resident Surgical Training: New Techniques,” Current Dermatology Reports, 2016. View at Publisher · View at Google Scholar
  • Song Chen, Liang Cheng, and Manchun Li, “Autonomic visiting in digital 3D scenes,” Earth Science Informatics, 2016. View at Publisher · View at Google Scholar
  • Jun-Ho Choi, and Jong-Seok Lee, “Online Social Networks for Crowdsourced Multimedia-Involved Behavioral Testing: An Empirical Study,” Frontiers in Psychology, vol. 6, 2016. View at Publisher · View at Google Scholar
  • Jorge Luiz de Brito-Gomes, Raphael José Perrier-Melo, Saulo Fernandes Melo de Oliveira, Fernando José de Sá Pereira Guimarães, and Manoel da Cunha Costa, “Physical effort, energy expenditure and motivation between Structured and Unstructured Active Videogames: Randomized Controlled Trial,” Human Movement, no. 0, 2016. View at Publisher · View at Google Scholar
  • Irvin Hussein Lopez-Nava, and Angelica Munoz-Melendez, “Wearable Inertial Sensors for Human Motion Analysis: A Review,” IEEE Sensors Journal, vol. 16, no. 22, pp. 7821–7834, 2016. View at Publisher · View at Google Scholar
  • Seong-Ping Chuah, Ngai-Man Cheung, and Chau Yuen, “Layered Coding for Mobile Cloud Gaming Using Scalable Blinn-Phong Lighting,” IEEE Transactions on Image Processing, vol. 25, no. 7, pp. 3112–3125, 2016. View at Publisher · View at Google Scholar
  • Youhui Zhang, Peng Qu, Jiang Cihang, and Weimin Zheng, “A Cloud Gaming System Based on User-Level Virtualization and Its Resource Scheduling,” IEEE Transactions on Parallel and Distributed Systems, vol. 27, no. 5, pp. 1239–1252, 2016. View at Publisher · View at Google Scholar
  • Xiaofei Liao, Li Lin, Guang Tan, Hai Jin, Xiaobin Yang, Wei Zhang, and Bo Li, “LiveRender: A Cloud Gaming System Based on Compressed Graphics Streaming,” IEEE/ACM Transactions on Networking, vol. 24, no. 4, pp. 2128–2139, 2016. View at Publisher · View at Google Scholar
  • Yoones A. Sekhavat, “KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks,” International Journal of Computer Games Technology, vol. 2016, pp. 1–12, 2016. View at Publisher · View at Google Scholar
  • Yoones A. Sekhavat, “Nowcasting Mobile Games Ranking Using Web Search Query Data,” International Journal of Computer Games Technology, vol. 2016, pp. 1–9, 2016. View at Publisher · View at Google Scholar
  • Clemente Rubio-Manzano, and Gracian Trivino, “Improving player experience in Computer Games by using players behavior analysis and linguistic descriptions,” International Journal of Human-Computer Studies, 2016. View at Publisher · View at Google Scholar
  • Yiannis Georgiou, and Eleni A. Kyza, “The development and validation of the ARI questionnaire: An instrument for measuring immersion in location-based AR,” International Journal of Human-Computer Studies, 2016. View at Publisher · View at Google Scholar
  • Michael Chen, Charles Chen, and Alice J. Lin, “Game for Health Professional Education,” International Journal of Information and Education Technology, vol. 6, no. 12, pp. 972–975, 2016. View at Publisher · View at Google Scholar
  • Oscar Meruvia-Pastor, Pranjal Patra, Karen Andres, Creina Twomey, and Lourdes Peña-Castillo, “OMARC: An online multimedia application for training health care providers in the assessment of respiratory conditions,” International Journal of Medical Informatics, vol. 89, pp. 15–24, 2016. View at Publisher · View at Google Scholar
  • Hege Mari Johnsen, Mariann Fossum, Pirashanthie Vivekananda-Schmidt, Ann Fruhling, and Åshild Slettebø, “Teaching clinical reasoning and decision-making skills to nursing students: Design, development, and usability evaluation of a serious game,” International Journal of Medical Informatics, vol. 94, pp. 39–48, 2016. View at Publisher · View at Google Scholar
  • Liliana Vieira, and Clara Coutinho, “Urban Games:,” International Journal of Mobile and Blended Learning, vol. 8, no. 2, pp. 55–71, 2016. View at Publisher · View at Google Scholar
  • Juan Manuel Fernandez Montenegro, and Vasileios Argyriou, “Virtual Environments and Cognitive Tests for Dementia Diagnosis,” International Journal of Monitoring and Surveillance Technologies Research, vol. 4, no. 1, pp. 10–23, 2016. View at Publisher · View at Google Scholar
  • Stefanie Wiloth, Nele Lemke, Christian Werner, and Klaus Hauer, “Validation of a Computerized, Game-based Assessment Strategy to Measure Training Effects on Motor-Cognitive Functions in People With Dementia,” JMIR Serious Games, vol. 4, no. 2, pp. e12, 2016. View at Publisher · View at Google Scholar
  • Nawaf Hazim Barnouti, Sinan Sameer Mahmood Al-Dabbagh, and Mustafa Abdul Sahib Naser, “Pathfinding in Strategy Games and Maze Solving Using A* Search Algorithm,” Journal of Computer and Communications, vol. 04, no. 11, pp. 15–25, 2016. View at Publisher · View at Google Scholar
  • Quang Nguyen, Nader Khalifa, Pat Alzamora, Andrew Gleeson, Daniel Catchpoole, Paul Kennedy, and Simeon Simoff, “Visual Analytics of Complex Genomics Data to Guide Effective Treatment Decisions,” Journal of Imaging, vol. 2, no. 4, pp. 29, 2016. View at Publisher · View at Google Scholar
  • Shunli Wang, and Fengju Kang, “Automatic Optimization for Large-Scale Real-Time Coastal Water Simulation,” Mathematical Problems in Engineering, vol. 2016, pp. 1–9, 2016. View at Publisher · View at Google Scholar
  • Rosa Yáñez-Gómez, Daniel Cascado-Caballero, and José-Luis Sevillano, “Academic methods for usability evaluation of serious games: a systematic review,” Multimedia Tools and Applications, 2016. View at Publisher · View at Google Scholar
  • Xiaojuan Ban, Xiaokun Wang, Liangliang He, Yalan Zhang, and Lipeng Wang, “Adaptively stepped SPH for fluid animation based on asynchronous time integration,” Neural Computing and Applications, 2016. View at Publisher · View at Google Scholar
  • Rahib H. Abiyev, Irfan Günsel, Nurullah Akkaya, Ersin Aytac, Ahmet Çağman, and Sanan Abizada, “Robot Soccer Control Using Behaviour Trees and Fuzzy Logic,” Procedia Computer Science, vol. 102, pp. 477–484, 2016. View at Publisher · View at Google Scholar
  • Sara Invitto, Chiara Faggiano, Silvia Sammarco, Valerio De Luca, and Lucio De Paolis, “Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing,” Sensors, vol. 16, no. 3, pp. 394, 2016. View at Publisher · View at Google Scholar
  • Kaveh Madani, Tyler W. Pierce, and Ali Mirchi, “Serious Games on Environmental Management,” Sustainable Cities and Society, 2016. View at Publisher · View at Google Scholar
  • Tamara R. Meredith, “Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature,” TechTrends, 2016. View at Publisher · View at Google Scholar
  • Anita Lungu, and Michael Sun, “Time for a Change: College Students' Preference for Technology-Mediated Versus Face-to-Face Help for Emotional Distress,” Telemedicine and e-Health, 2016. View at Publisher · View at Google Scholar
  • Jingyong Zhou, Xin Tong, Zicheng Liu, and Baining Guo, “3D cartoon face generation by local deformation mapping,” The Visual Computer, 2016. View at Publisher · View at Google Scholar
  • Robin Ohannessian, Sarina Yaghobian, Pierre Verger, and Philippe Vanhems, “A systematic review of serious video games used for vaccination,” Vaccine, 2016. View at Publisher · View at Google Scholar
  • Carmelo Ardito, Paolo Buono, Maria Francesca Costabile, and Giuseppe Desolda, “Interaction with Large Displays,” ACM Computing Surveys, vol. 47, no. 3, pp. 1–38, 2015. View at Publisher · View at Google Scholar
  • Shu Shi, and Cheng-Hsin Hsu, “A Survey of Interactive Remote Rendering Systems,” ACM Computing Surveys, vol. 47, no. 4, pp. 1–29, 2015. View at Publisher · View at Google Scholar
  • Taslimatul Atsna Faizati, Guruh Fajar Shidik, and Vincent Suhartono, “Oriented Bounding Box Optimization on the Rotation Group SO(3, R) Based on Particle Swarm Optimization-Nelder Mead,” Advanced Science Letters, vol. 21, no. 10, pp. 3074–3078, 2015. View at Publisher · View at Google Scholar
  • K.-I. Benta, and M.-F. Vaida, “Towards Real-Life Facial Expression Recognition Systems,” Advances in Electrical and Computer Engineering, vol. 15, no. 2, pp. 93–102, 2015. View at Publisher · View at Google Scholar
  • Ei Pa Pa Pe-Than, Dion Hoe-Lian Goh, and Chei Sian Lee, “Why do people play human computation games? Effects of perceived enjoyment and perceived output quality,” Aslib Journal of Information Management, vol. 67, no. 5, pp. 592–612, 2015. View at Publisher · View at Google Scholar
  • Valentin Zaitsev, Omer Gvirsman, Uri Ben Hanan, Avi Weiss, Amir Ayali, and Gabor Kosa, “A locust-inspired miniature jumping robot,” Bioinspiration & Biomimetics, vol. 10, no. 6, pp. 066012, 2015. View at Publisher · View at Google Scholar
  • 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
  • Ann E. Maloney, Robin Mellecker, Richard Buday, Zan Gao, Trina Hinkley, Laura Esparza, and Shirley Alexander, “Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames,” Games For Health Journal, vol. 4, no. 1, pp. 53–57, 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
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  • 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
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  • 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
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  • 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
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