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Results: 18
The Fall of the Fourth Wall
Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content...
Published by: IGI Global
An Exploration of Esports Consumer Consumption Patterns, Fandom, and Motives
Esports, or competitive gaming, has become a large market in the entertainment industry, with a total market value approaching $1 billion USD in 2019. An understanding of esports consumers has become increasingly important as...
Published by: IGI Global
The Design of Disciplinarily-Integrated Games as Multirepresentational Systems
Disciplinarily-integrated games represent a generalizable genre and template for designing games to support science learning with a focus on bridging across formal and phenomenological representations of core science...
Published by: IGI Global
Expertise in Professional Overwatch Play
Joey Fanfarelli
Jan 01, 2018
eSports is a rapidly growing phenomenon in competitive gaming. Expertise is an interesting topic to study in relation to eSports, as eSports athletes are considered among the most highly-skilled players of their particular...
Published by: IGI Global
Enhancing Student Affect From Multi-Classroom Simulation Games via Teacher Professional Development
Educational simulations often require players to maintain a high degree of engagement for play in the simulation to continue. Student motivation and engagement is tied to affective factors, such as interest and self-efficacy. As...
Published by: IGI Global
Comparison of Multiple Object Tracking Performance Between Professional and Amateur eSport Players as Well as Traditional Sportsmen
High performance in multiple object tracking paradigms is associated with well-trained visuo-spatial abilities, visual memory and divided attention. These abilities are essential for both traditional sport and esport. The...
Published by: IGI Global
Using 360-Video Virtual Reality to Influence Caregiver Emotions and Behaviors for Childhood Literacy
Through the design and exploratory evaluation of a narrative-based 360-video virtual reality experience, the authors aimed at building empathy in adults towards children who experience challenges in early literacy. This...
Published by: IGI Global
The Rise of eSports
The availability and affordability of increased Internet bandwidth, video memory, and processing speed has enabled Electronic sports (eSports) to become a flourishing global sensation and college students are helping to drive...
Published by: IGI Global
Investigating Epistemic Stances in Game Play with Data Mining
In this paper, techniques of statistical computing were applied to data logs to investigate the patterns in students' play of The Fuzzy Chronicles, and how these patterns relate to learning outcomes with regards to Newtonian...
Published by: IGI Global
Emotional Agents in Educational Game Design
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses...
Published by: IGI Global
Effect of Social Environment on Brand Recall in Sports Video Games
Studies have shown that in-game advertisements can be effective. However, these studies typically examine single player scenarios. This study aimed to investigate the effects of social dynamics on brand awareness of in-game...
Published by: IGI Global
Book Review
Alvaro Brito
Jan 01, 2022
The Esports Education Playbook: Empowering Every Learning Through Inclusive Gaming is a helpful guide to get the reader started with an esports program at a middle school or high school. The book provides a roadmap to get...
Published by: IGI Global
Book Review: This Is Esports (And How to Spell It)
Susmit Gulavani
Jan 01, 2021
The review critiques 'This Is Esports (And How to Spell It): An Insider’s Guide to the World of Pro Gaming', a book written by Paul Chaloner and Benjamin Sillis. The authors provide a comprehensive overview of the history of the...
Published by: IGI Global
Evaluating Social Change Games
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher...
Published by: IGI Global
Factors Affecting Woman's Continuance Intention for Mobile Games
The article finds the main factors affecting women's continuance intention for mobile games, and analyze how and to what extent these factors affect women's continuance intention for mobile games in a research model. In this...
Published by: IGI Global
Using Virtual Rehearsal in a Simulator to Impact the Performance of Science Teachers
This study investigated the use of a virtual learning environment, TeachLivE, using pre-post group design to examine the effects of repeated virtual rehearsal sessions. Based upon past findings on the effectiveness of four...
Published by: IGI Global
Comparison of Reaction Time Between eSports Players of Different Genres and Sportsmen
Quick reactions are considered important in both, traditional and electronic sports and research findings suggest that reaction time can be optimized by both sports activity and playing action video games. In this study...
Published by: IGI Global
Relationship Between Physical Fitness Variables and Reaction Time in eSports Gamers
eSports gaming requires quick and accurate reactions in response to complex visual stimuli for optimal performance. The purpose of this study was to examine the relationship between components of physical fitness and reaction...
Published by: IGI Global