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Citations to this Journal [351 citations: 1–100 of 322 articles]

Articles published in International Journal of Computer Games Technology have been cited 351 times. The following is a list of the 322 articles that have cited the articles published in International Journal of Computer Games Technology.

  • 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
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  • 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
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  • 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
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  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Wim Westera, “How people learn while playing serious games: A computational modelling approach,” Journal of Computational Science, vol. 18, pp. 32–45, 2017. View at Publisher · View at Google Scholar
  • Liangfu Lv, Shiliang Fan, Maolin Huang, Weidong Huang, and Guolan Yang, “Golden Rectangle Treemap,” Journal of Physics: Conference Series, vol. 787, pp. 012007, 2017. View at Publisher · View at Google Scholar
  • 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
  • Yoones A. Sekhavat, and Jeffrey Parsons, “The effect of tracking technique on the quality of user experience for augmented reality mobile navigation,” Multimedia Tools and Applications, 2017. View at Publisher · View at Google Scholar
  • 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
  • Frank Ulrich, and Niels Henrik Helms, “Creating Evaluation Profiles for Games Designed to Be Fun: An Interpretive Framework for Serious Game Mechanics,” Simulation & Gaming, pp. 104687811770984, 2017. View at Publisher · View at Google Scholar
  • James Robb, Tom Garner, Karen Collins, and Lennart E. Nacke, “The Impact of Health-Related User Interface Sounds on Player Experience,” Simulation & Gaming, pp. 104687811668823, 2017. View at Publisher · View at Google Scholar
  • Grady S. Wier, Rebekah Tree, and Rasha Nusr, “Training Effectiveness of a Wide Area Virtual Environment in Medical Simulation,” Simulation in Healthcare, vol. 12, no. 1, pp. 28–40, 2017. View at Publisher · View at Google Scholar
  • 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
  • Jingxi Xu, and Benjamin W. Wah, “Consistent Synchronization of Action Order with Least Noticeable Delays in Fast-Paced Multiplayer Online Games,” ACM Transactions on Multimedia Computing, Communications, and Applications, vol. 13, no. 1, pp. 1–25, 2016. View at Publisher · View at Google Scholar
  • 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
  • Luis García-Barrios, Ivette Perfecto, and John Vandermeer, “Azteca chess: Gamifying a complex ecological process of autonomous pest control in shade coffee,” Agriculture, Ecosystems and Environment, vol. 232, pp. 190–198, 2016. View at Publisher · View at Google Scholar
  • 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
  • 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
  • Meng-Hua Chen, Wen-Ta Tseng, and Tsung-Yuan Hsiao, “The effectiveness of digital game-based vocabulary learning: A framework-based view of meta-analysis,” 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
  • Robert Newbery, Jonathan Lean, and Jonathan Moizer, “Evaluating the impact of serious games: the effect of gaming on entrepreneurial intent,” Information Technology & People, vol. 29, no. 4, pp. 733–749, 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
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  • Hanna Hopia, and Katja Raitio, “Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals,” Issues in Mental Health Nursing, pp. 1–9, 2016. View at Publisher · View at Google Scholar
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  • 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
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  • 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
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  • Asghar Farhadi, Homayoun Emdad, and Ebrahim Goshtasbi Rad, “Incompressible SPH simulation of landslide impulse-generated water waves,” Natural Hazards, vol. 82, no. 3, pp. 1779–1802, 2016. View at Publisher · View at Google Scholar
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