Jan Van Looy
Orcid: 0000-0002-2498-7028
According to our database1,
Jan Van Looy
authored at least 34 papers
between 2003 and 2022.
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Bibliography
2022
IEEE Trans. Games, 2022
2021
An experimental study on the perceived quality of natively graded versus inverse tone mapped high dynamic range video content on television.
Multim. Tools Appl., 2021
Comput. Educ., 2021
2018
An experimental study on the impact of cinema theater reflections on users' perceived intra-frame dynamic range.
Qual. User Exp., 2018
Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR Gaming.
Proceedings of the Augmented Cognition: Intelligent Technologies, 2018
2017
Performance of Four Subjective Video Quality Assessment Protocols and Impact of Different Rating Preprocessing and Analysis Methods.
IEEE J. Sel. Top. Signal Process., 2017
Tracing female gamer identity. An empirical study into gender and stereotype threat perceptions.
Comput. Hum. Behav., 2017
Pre-test influences on the effectiveness of digital-game based learning: A case study of a fire safety game.
Comput. Educ., 2017
2016
Comput. Hum. Behav., 2016
Comput. Educ., 2016
2015
J. Comput. Mediat. Commun., 2015
Comput. Hum. Behav., 2015
Cognitive abilities, digital games and arithmetic performance enhancement: A study comparing the effects of a math game and paper exercises.
Comput. Educ., 2015
Towards a conceptual framework for assessing the effectiveness of digital game-based learning.
Comput. Educ., 2015
2014
Improving arithmetic skills through gameplay: Assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes.
Inf. Sci., 2014
Int. J. Serious Games, 2014
Challenging the Other: Exploring the Role of Opponent Gender in Digital Game Competition for Female Players.
Cyberpsychology Behav. Soc. Netw., 2014
The pleasure of being (there?): an explorative study into the effects of presence and identification on the enjoyment of an interactive theatrical performance using omnidirectional video.
AI Soc., 2014
Assessing game experience: Heart rate variability, in-game behavior and self-report measures.
Proceedings of the Sixth International Workshop on Quality of Multimedia Experience, 2014
2013
Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German.
Int. J. Game Based Learn., 2013
An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety.
Int. J. Game Based Learn., 2013
Int. J. Arts Technol., 2013
Proceedings of the Fourth International Workshop on Quality of Multimedia Experience, 2013
Identifying barriers in telesurgery by studying current team practices in robot-assisted surgery.
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare and Workshops, 2013
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013
2012
Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education.
Comput. Hum. Behav., 2012
2011
You Are What You Play? A Quantitative Study into Game Design Preferences across Gender and Their Interaction with Gaming Habits.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011
Forbidden or Promising Fruit? An experimental study into the effects of warning labels on the purchase intention of digital gamers.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011
Doing It Themselves! A Mixed-Method Study into the Motivations of Players to 'Create' in the Context of Gaming.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011
2010
Player identification in online games: validation of a scale for measuring identification in MMORPGs.
Proceedings of the Fun and Games, 2010
Uncharted waters?: exploring experts' opinions on the opportunities and limitations of serious games for foreign language learning.
Proceedings of the Fun and Games, 2010
2008
Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games.
Proceedings of the Third International Conference on Digital Interactive Media in Entertainment and Arts, 2008
2003
Uneasy lies the head that wears a crown - Interactivity and signification in Head Over Heels.
Game Stud., 2003