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Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction.

Stefan WeberFred W. MastDavid Weibel
Published in: Int. J. Gaming Comput. Mediat. Simulations (2020)
Keyphrases
  • positive and negative
  • database
  • neural network
  • artificial intelligence
  • human computer interaction
  • human activities
  • inductive logic programming
  • inductive learning
  • digital games