52 results on '"Marsh, Tim"'
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2. A Review of Indie Games for Serious Mental Health Game Design
3. Using Indie Games to Inform Serious Mental Health Games Design
4. Experimental Serious Games: Short Form Narrative in Augmented Reality Dioramas
5. Evaluating the Adoption of the Physical Board Game Ludo for Automated Assessments of Cognitive Abilities
6. Slow serious games, interactions and play: Designing for positive and serious experience and reflection.
7. Serious games continuum: Between games for purpose and experiential environments for purpose.
8. Using Multiplayer Online Games for Teaching Soft Skills in Higher Education
9. Designing CBT-Rich Stories for Serious Games
10. Participant Centred Framework to Support the Digital Transformation of Boardgames for Skill Development
11. Comparison of Serious Games with Established Strategy Games in the Context of Knowledge Transfer
12. Designing Analytic Serious Games: An Expert Affordance View on Privacy Decision-Making
13. Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame
14. Rethinking Serious Games Design in the Age of COVID-19: Setting the Focus on Wicked Problems
15. Serious Games for Learning: A Quantitative Review of Literature
16. Theoretical Foundations and Evaluations of Serious Games for Learning Data Structures and Recursion: A Review
17. Become a Scrum Master: Immersive Virtual Reality Training to Learn Scrum Framework
18. Bridging the Cyber Security Skills Gap: Using Tabletop Exercises to Solve the CSSG Crisis
19. Design and Implementation of a Serious Game to Make Construction Workers Aware of Exposure to Silica Dust in the Workplace
20. A Concept of a Training Environment for Police Using VR Game Technology
21. An Application to Promote Emotional Skills in Children with Autism Spectrum Disorders
22. Making Serious Programming Games Adaptive
23. Development of a Wii Balance Board Array System for Exergames
24. Recognition of Full-Body Movements in VR-Based Exergames Using Hidden Markov Models
25. A Review of Serious Games for Programming
26. Design of a BCI Controlled Serious Game for Concentration Training
27. GAP: A Game for Improving Awareness About Passwords
28. MiniColon; Teaching Kids Computational Thinking Using an Interactive Serious Game
29. Making Serious Games with Reusable Software Components
30. Smart Mobility, the Role of Mobile Games
31. 'Skipping the Baby Steps': The Importance of Teaching Practical Programming Before Programming Theory
32. PathoGenius: A Serious Game for Medical Courses
33. An Extensible System and Its Design Constraints for Location-Based Serious Games with Augmented Reality
34. Full Lifecycle Architecture for Serious Games: Integrating Game Learning Analytics and a Game Authoring Tool
35. None in Three: The Design and Development of a Low-Cost Violence Prevention Game for the Caribbean Region
36. VR Serious Game Design Based on Embodied Cognition Theory
37. Games for Mental and Moral Development of Youth: A Review of Empirical Studies
38. I-Interact: A Virtual Reality Serious Game for Eye Contact Improvement for Children with Social Impairment
39. A Platformer Serious Game with Dynamic Learning Contents
40. A Novel Serious Game for Trust-Related Data Collection in Supply Chains
41. Galaxy Shop: Projection-Based Numeracy Game for Teenagers with Down Syndrome
42. Crowdsourcing, Communities and Social Identities: Using Citizen Science to Combat Online Toxicity
43. A Concurrent Think Aloud Study of Engagement and Usability in a Serious Game
44. The RAGE Software Asset Model and Metadata Model
45. Rhythmic Entrainment in Games
46. Choose Your Own Uni Adventure: An Orientation and Transition Game
47. Game Science or Games and Science? Towards an Epistemological Understanding of Use of Games in Scientific Fields
48. Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewing
49. Super Alpha: Arabic Alphabet Learning Serious Game for Children with Learning Disabilities
50. Creating Authentic Experiences Within a Serious Game Context: Evaluation of Engagement and Learning
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