Keyphrases
Across Cultures
14%
Adaptive Games
19%
Affective Factors
19%
Anthropomorphism
14%
Artificial Agents
14%
Assertiveness
28%
Attitude Change
19%
Augmented Reality Games
14%
Behavior Change
33%
Behavioral Effects
19%
Beliefs about Robots
14%
Clinical Placement
21%
Co-creation
19%
Communication Device
28%
Cross-cultural Differences
28%
Culture-specific
14%
Deception
14%
Design Decisions
35%
Design Evaluation
14%
Design Research
16%
Digital Cards
14%
Digital Interactive
14%
Digital Self
14%
Dutch
21%
Educational Applications
14%
Educational Aspects
16%
Educational Game Design
33%
Educational Games
59%
Elaboration Likelihood Model
19%
Entertainment
28%
Entertainment Games
28%
Evaluation Structure
19%
Exercise Therapy
14%
Exergames
28%
Experience Design
35%
Eye Tracker
28%
Formal Design Methods
14%
Game Analysis
28%
Game Design
44%
Game Designer
32%
Game Development
22%
Game Mechanics
51%
Game-based
38%
Game-based Learning
94%
Game-based Learning Environment
28%
Games for Learning
16%
Games User Research
28%
Goal-oriented
28%
Groningen
14%
Health Games
42%
Health Intervention
38%
Higher-order Theory
18%
ICT for Development
14%
ICT4D
14%
Information Processing
28%
Interactive Storytelling
14%
Joint Development
14%
Learning Effect
33%
Learning Environment
22%
Learning from Video
57%
Learning Improvement
35%
Learning Objectives
25%
Learning Styles
22%
Learning to Learn
14%
Learning Tools
14%
Metacognition
100%
Metacognitive Awareness
16%
Metacognitive Support
16%
Mimicry
14%
Motivation
14%
Motivational Factors
15%
Netherlands
47%
Player Experience
37%
Playtesting
14%
Posters
42%
Putting
18%
Risk Degree
14%
Rural Areas
16%
Second Language Word Learning
14%
Self-awareness
14%
Self-reflection
14%
Serious Game Design
32%
Serious Games
73%
Smart Software
14%
Software Agents
14%
Strategic Reasoning
14%
Streaming Video
14%
Student nurses
23%
Taking Game
14%
Theoretical Research
14%
Theory of Mind
28%
Training Tool
28%
Trust Degree
14%
Turn-based Strategy Games
14%
User Experience
35%
User-centered Design
35%
Viewing Behavior
33%
Virtual Characters
14%
Work Environment
16%
Young Adolescents
14%
Computer Science
Affect Behavior
14%
Affective Aspect
28%
Artificial Intelligence
14%
Augmented Reality
14%
Avoidance Behavior
14%
Behavioral Characteristic
5%
Case Study
21%
Collecting Information
14%
Communication Device
28%
Competitive Game
14%
Computer in Education
7%
Computer Science
14%
Conceptual Model
14%
Cultural Dynamics
14%
Design Dimension
7%
Design Experiment
14%
Design Framework
14%
Development Cycle
7%
Development Process
16%
Dimensional Model
14%
Domain Knowledge
7%
Educational Game
53%
Evaluation Phase
7%
Evaluation Result
14%
game based learning
71%
Game Design
71%
Game Development
17%
Health Care
14%
Human Interaction
14%
Information Processing
28%
Information Technology
14%
Instantiation
14%
Instructional Designs
9%
Interactive Effect
28%
Iterative Design Process
7%
Iterative Development
7%
Keyboard
14%
Learning Effect
19%
Learning Experiences
7%
Learning Materials
5%
Learning Style
17%
Multimedia
14%
Multiple Device
14%
Nonverbal Communication
14%
Positive Attitude
7%
Positive Effect
14%
Regulated Learning
14%
Research Framework
14%
Risk Taking
28%
Serious Game
67%
Software Agent
14%
Strategic Reasoning
28%
Streaming Video
14%
Subsequent Iteration
7%
Target Audience
7%
Theoretical Research
14%
Training Tool
28%
Unified Framework
7%
User Experience
42%
User-Centered Design
42%
virtual agent
14%