Citation Impact
Citing Papers
Virtual World as a Resource for Hybrid Education
2020 Standout
Augmented Reality Trends in Education : A Systematic Review of Research and Applications
2014 Standout
How to engage users through gamification: The prevalent effects of playing and mastering over competing
2015
Adaptive user modelling in car racing games using behavioural and physiological data
2017
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
2017 Standout
Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI
2021 Standout
A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training
2020
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
2013
Virtual reality simulations in nurse education: A systematic mapping review
2021 Standout
Remote working and digital transformation during the COVID-19 pandemic: Economic–financial impacts and psychological drivers for employees
2022 Standout
A systematic literature review of empirical evidence on computer games and serious games
2012 Standout
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
2015 Standout
With or without you? Interaction and immersion in a virtual reality experience
2018
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
The Application of Virtual Reality in Engineering Education
2021
Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings
2018
Exploring immersive experience in journalism
2017
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Virtual Reality Simulation Training for Student Nurse Education
2016
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Virtual Reality Metaverse System Supplementing Remote Education Methods: Based on Aircraft Maintenance Simulation
2022 Standout
Fusing Visual and Behavioral Cues for Modeling User Experience in Games
2013
Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis
2019 Standout
Digital competence and digital literacy in higher education research: Systematic review of concept use
2018 Standout
Assessing the efficacy of a diegetic game interface with Oculus Rift
2016
A review of the use of virtual reality head-mounted displays in education and training
2017 Standout
Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project
2010
The Model for Introduction of Gamification into E-learning in Higher Education
2015 Standout
What is a virtual world? Definition and classification
2018
A Survey on Metaverse: Fundamentals, Security, and Privacy
2022 Standout
Who but not where: The effect of social play on immersion in digital games
2013
Engagement in digital entertainment games: A systematic review
2011
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
2014 Standout
User Experience in Digital Games
2010
Effects of different scenarios of game difficulty on player immersion
2009
A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda
2019 Standout
Metaverse
2022 Standout
Mandatory Fun: Gamification and the Impact of Games at Work
2013
The role of psychology in understanding the impact of computer games
2011
Gameplay Engagement and Learning in Game-Based Learning
2015
The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis
2015 Standout
Gamifying learning experiences: Practical implications and outcomes
2013 Standout
Game immersion experience: its hierarchical structure and impact on game‐based science learning
2014
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale
2014
Affective State Level Recognition in Naturalistic Facial and Vocal Expressions
2013
A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES.
2015
A Systematic Review of a Virtual Reality System from the Perspective of User Experience
2019 Standout
A Micro-GA Embedded PSO Feature Selection Approach to Intelligent Facial Emotion Recognition
2016 Standout
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
User Experience in 3D Stereoscopic Games
2011
User-Generated Content in Pervasive Games
2017
Effects of screen size, viewing angle, and players’ immersion tendencies on game experience
2011
The effects of explainability and causability on perception, trust, and acceptance: Implications for explainable AI
2020 Standout
The interplay between immersion and appeal in video games
2013
Predicting the Efficacy of Simulator-based Training Using a Perceptual Judgment Task Versus Questionnaire-based Measures of Presence
2013
A meta-analysis of the cognitive and motivational effects of serious games.
2013 Standout
Works of Tim Tijs being referenced
Measuring and defining the experience of immersion in games
2008 Standout