Why Can I See My Avatar? Embodied Visual Engagement in the Third-Person Video Game.
Daniel BlackPublished in: Games Cult. (2017)
Keyphrases
- video games
- student engagement
- game mechanics
- learning experience
- game design
- game play
- learning tools
- low level
- educational games
- computer games
- visual information
- virtual world
- game playing
- computer assisted
- human computer interaction
- serious games
- visual features
- digital games
- game based learning
- high level
- middle school
- machine learning
- cognitive processes
- learning environment
- virtual reality
- image classification