Age and the persuasiveness of a game to promote the adoption of COVID-19 precautionary measures.
Dinesh MulchandaniRita OrjiPublished in: SEGAH (2021)
Keyphrases
- game playing
- computer games
- video games
- information technology
- educational games
- game play
- virtual world
- game theory
- social networks
- monte carlo tree search
- factors that influence
- nash equilibrium
- evaluation measures
- mobile phone
- e government
- game design
- mobile devices
- learning environment
- age estimation
- technology adoption
- board game
- perfect information
- neural network
- pursuit evasion