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Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction.
Stefan Weber
Fred W. Mast
David Weibel
Published in:
Int. J. Gaming Comput. Mediat. Simulations (2020)
Keyphrases
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positive and negative
database
neural network
artificial intelligence
human computer interaction
human activities
inductive logic programming
inductive learning
digital games