474,209 papers on Academia.edu
Shahbaz Nihal
is at the digital library at university, browsing research journals.
Fri 20 November at 10:40 PM
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People who have Serious Games as a research interest
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- Artificial Intelligence
- Computer Games Technology
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Based Learning
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Games for Health
- Game Theory
- Pervasive Gaming
- Serious Games
- Video games and learning
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- Biomathematics
- Computer-aided Diagnosis
- Computer Assisted Language Learning/Teaching
- Human Computer Interaction (HCI)
- Game Accessibility
- Gender
- Human Information Interaction
- Intelligent Systems
- Interdisciplinarity
- Intersectionality Theory
- Multidiscipline
- Multilevel Modeling of Educational Data
- Multiple Intelligences
- Risk Management
- Risk management and control of ERP projects
- Self Care
- Self-regulated Learning
- Serious Games
- SpLD/dyslexia
- Technoetics
- Technology Management
- Telecare
- Transdisciplinarity
- Web accessibility
- Web Applications
- Web Design
- Access Efficiencies--similar functions similar enactments, similar outcomes similar enactments, etc.
- Accessibility
- Artfulness Measures for Site Designs--attention catching, long recall, emotively rich recall, associatively rich recall,
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Coincident Memory Systems in Site Designs--muscle memory, verbal memory, association memory, remindings
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Impact of Interface Design
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
(More)
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- Experimental Media Arts
- Affective Neuroscience
- Virtual Environments
- Human Computer Interaction (HCI)
- Game Design
- Interaction Design
- Game Theory
- Emotional Engagement
- Experimental games
- Film Studies
- Game studies
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- Use of story-telling in games
- Interactive and Digital Media
- Emotion
- Serious Games
- Video games and learning
- Visual Studies
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- Actor Network Theory
- Ethnography
- Sensory Neuroscience
- Organisational Change
- Communication
- Complexity Theory
- Computer Science
- Computer Supported Cooperative Work (CSCW)
- Critical Pedagogy
- Design
- Computer Aided Design
- Design and Emotion
- Design education
- Design for Social Innovation
- Design Methods
- Design practice
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Designing Designing--designs for social processes by which designers design
- Emotion Relation Transparency--can digital designs transmit full personalness, care, emotion, humanity without male, machine, abstraction distortions
- Green Design--goals, means, persons, policies, economics, evolution, competitors
- Libraries of Social Indexing Function Routines as Design Material for Digital Systems and Web Nets
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Self Assembling Software Applications--from populations of self-knowing functional agents
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Participatory Design
- Sustainability / Sustainable Design
- Tacit Knowledge
- Digital Humanities
- Digital Media
- Diversity
- Ecosystems Ecology
- Education
- Emotional intelligence
- Environment
- Environmental Studies
- Ethnic Studies
- Eye tracking
- Film Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Gender Studies
- Geography
- Globalization
- Print Culture
- Postcolonial Studies
- History of Technology
- Human-Animal Relations
- Human Values
- Informatics
- Intellectual Property
- Internet science
- Learning and Teaching
- Library Science
- Literacy
- Literary Theory
- Mentoring
- Multimedia
- Narrative
- Natural Resources
- Open Access
- Organizational Culture
- Critical Theory
- Frankfurt School
- Martin Heidegger
- Constructivism
- Educational Policy
- Political Ecology
- Popular Culture
- Popular Education
- Portfolio studies
- Poststructuralism
- Practice theory
- Praxis
- Emotion
- Social Interaction
- Research Methodology
- Science Communication
- Self-Organization
- Serious Games
- Social Networking
- Social Policy
- Social Research Methods and Methodology
- Cultural Sociology
- Cultural Studies
- Power (social)
- Global Social Change
- Sociology of Emotion
- Sociology of Knowledge
- Sociology of Language
- Sustainability
- Technology
- User Experience (UX)
- Visual Studies
- Water
- Web Design
- Abstract Layout/Mapping Alternative Regimes for Website Design--regularize operators applied, operands operated on, path topologies used, etc.
- Access Efficiencies--similar functions similar enactments, similar outcomes similar enactments, etc.
- Accessibility
- Artfulness Measures for Site Designs--attention catching, long recall, emotively rich recall, associatively rich recall,
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Scale, Level, and Power Law Phenomena in Web Site Design
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Web Site Design Measures--bushy-ness, muscle memory page carryover, verbal memory page carryover, etc.
- Web Site Types--for individual access, for group access, for interactive contact, for 1-directional contact,
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- Behavior (Behaviour)
- Design
- Edupunk
- Experience Design
- Experimental games
- Game Accessibility
- Game studies
- Game Based Learning
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Serious Games
- Video games and learning
(More)
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- Art Theory
- Arts Education
- Artificial Life
- Intercultural Communication
- Media Studies
- Propaganda
- Publishing
- Rhetoric
- Media Literacy
- Computer Science
- Countercultural studies
- Critical Utopics
- Cultural Politics
- Identity politics
- Culture & Heritage Informatics
- Cybercrimes
- Cybernetics
- Drugs And Addiction
- Game Theory
- Gambling Studies
- Game studies
- Cross-Culture Game Story Plotting & Pathing
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game Playing/Player Scales--global asynch, global synch, face-to-face events, decomposed/recompsed localities/globality, etc.
- Game Realities--alternate universes, physics, geologies, meterologies, creatures
- Game/Simulation use in education
- Gaming Reality--relating to real life, families, jobs as games
- Multiplayer Online Games
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- Use of story-telling in games
- Gender and Sexuality
- Gerontology
- History of concepts
- History of Technology
- Image Science
- Intercultural Performance
- Jean Piaget
- Labour Process
- Discourse Analysis
- Critical Legal Theory
- Social Security Law
- Marxism
- Mass Communication
- Media Art
- Metacognition and its development
- Multimedia
- Music and Politics
- Popular Music
- Open Access
- Open Journal
- Organizational Culture
- Philosophy
- Cultural Policy
- Public PolicyStudies
- Political communication
- Political Science
- Popular Culture
- Posthumanism
- Poststructuralism
- Praxis
- Propaganda & Indoctrination Studies
- Cognitive Science
- Political Psychology
- Qualitative methodology
- Rhetoric and Public Culture
- Rhetoric and Social Theory
- Rhetorical Invention
- Risk Governance
- History and Philosophy of Science
- Science Communication
- Science Policy
- Serious Games
- Social Justice
- Social Philosophy
- Social Problems
- Sociology
- Technology
- Textual Criticism
- Transdisciplinarity
- Video games and learning
(More)
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- Anarchist Studies
- Drama In Education
- Experimental Media Arts
- Typography
- Buddhist Studies
- Entrepreneurship
- Colonialism
- Computer-mediated communcation
- Computer Science
- Computer Supported Cooperative Work (CSCW)
- Computers in graphic design
- Design
- Diffusion of Innovations
- Digital Culture
- Digital Curation
- Digital Media
- Drama
- Embodiment
- English
- Native American Studies
- Experimental games
- Graphic Design
- Postcolonial Studies
- Human Factors
- Human Information Interaction
- Information Communication Technology
- Information Society
- Intermedia
- Academic Writing
- Ecoliteracy
- Science Fiction
- English Literature
- Logo Design
- Martial arts
- Mathematics
- Media Design
- Writing for Performance
- Applied Philosophy
- Ethics
- Cross-Cultural Psychology
- Race and Ethnicity
- Indigenous Religions
- Serious Games
- Cultural Studies
- Blending, Fusing, Mixing Various Culture Types
- Cultural Memory
- Culture Types--cultures of: eras, genders, organizations, technologies, interfaces, events, nations, places, practices, foods, careers, occupations
- Subcultures
- Technoculture
- The Culture of Technologies and Interfaces
- Theory of What Is a Culture and What a Culture Does
- Using Cultures--honestly/dishonestly, wittingly/unwittingly etc.
- Storytelling
- Synaesthesia
- Tabletop, Multitouch
- Web 2.0
- Tibetan Studies
- User Experience (UX)
- User-Generated Content
- Video games and learning
- Web Design
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Impact of Interface Design
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Usability
(More)
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- Academic Development
- Sensory Neuroscience
- Virtual Worlds
- Knowledge Structures
- Collaboration
- Location-based media
- Computer-mediated communcation
- Computer Science
- Character Design
- Computer Aided Design
- Design education
- Design Methods
- Design practice
- Design Research
- Design Support
- Design Theory
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Design Sneakinesses--unplanned second order effects of designs
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Science of Flawed/Failed Designs--from excess testicularities, attentional competitions, requirements politics, immediacy erosions of morale, etc.
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Game Design
- Interaction Design
- Participatory Design
- Digital Journalism
- CMS
- Educational Technology
- Web 2.0
- Elearning
- Virtual Worlds
- Teaching English as a Second Language
- Engineering
- Experimental games
- Eye tracking
- Fuzzy set theory
- Game studies
- Game Based Learning
- Game Competitors--games playing games, players playing players, agents playing agents, etc. plus mixes
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- The VirtualWorld-Game-Simulation-Reality Continuum--gradual steps of added reality/imagination
- GPS Applications
- Graphic Design
- Intelligence
- International Education
- Internet science
- Languages and Linguistics
- Learning and Teaching
- Situated Learning
- Mass Communication
- Mathematical Programming
- Media Design
- Mobile Technology
- Multimedia
- Non-formal Education
- Online Instruction
- Open Access
- Open Journal
- Play
- Popular Education
- Associative Learning and Memory
- Category Learning
- Cognition and Assocaition
- Cognitive development
- Mental Representation
- Affect & Arousal
- Cognitive development
- Cognitive Modeling
- Computational Modellng
- Distributed Cognition
- Game Theory
- Learning & Memory
- Reading Habits/Attitudes
- Real Time Computing
- Research Methodology
- Editing of Journals
- Broadcast & Multimedia Technology
- Wireless Systems
- Sensor
- Serious Games
- Simulation in language learning
- Student Centered Learning
- Techno-information literacy
- TESOL
- Children's Literature
- User Education
- User Experience (UX)
- Video learning in the classroom
- Vocabulary
- Web Design
- Accessibility
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Coincident Memory Systems in Site Designs--muscle memory, verbal memory, association memory, remindings
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Impact of Interface Design
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Word and Image Studies
(More)
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