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Corrigendum to "Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games" [Comput. Human Behav. 28 (2012) 285-291].

Eui Jun JeongFrank A. Biocca
Published in: Comput. Hum. Behav. (2012)
Keyphrases
  • video games
  • social network analysis
  • game playing
  • artificial intelligence
  • learning process
  • computer assisted
  • user experience
  • educational games
  • emotional state