[1] | Kim, J. W., Han, D. H., Park, D. B., Min, K. J., Na, C., Won, S. K., & Park, G. N. (2010). The relationships between online game player biogenetic traits, playing time, and the genre of the game being played. Psychiatry investigation, 7(1), 17-23. |
|
[2] | Boyatzis, C. J., Mallis, M., & Leon, I. (1999). Effects of game type on children's gender-based peer preferences: A naturalistic observational study. Sex Roles, 40(1-2), 93-105. |
|
[3] | Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., & Berta, R. (2013). Assessment in and of serious games: an overview. Advances in Human-Computer Interaction, 2013, 1. |
|
[4] | LeDoux, J. E. (1994). Emotion, memory and the brain. Scientific American, 270(6), 50-57. |
|
[5] | Chanel, G., Rebetez, C., Bétrancourt, M., & Pun, T. (2011). Emotion assessment from physiological signals for adaptation of game difficulty.Systems, Man and Cybernetics, Part A: Systems and Humans, IEEE Transactions on, 41(6), 1052-1063. |
|
[6] | Weinstein, A. M. (2010). Computer and video game addiction-a comparison between game users and non-game users. The American journal of drug and alcohol abuse, 36(5), 268-276. |
|
[7] | Chanel, G., Kronegg, J., Grandjean, D., & Pun, T. (2006). Emotion assessment: Arousal evaluation using EEG’s and peripheral physiological signals. In Multimedia content representation, classification and security (pp. 530-537). Springer Berlin Heidelberg. |
|
[8] | Lee, J. H. M., Lee, F. L., & Lau, T. S. (2006). Folklore-based learning on the web--pedagogy, case study, and evaluation. Journal of Educational Computing Research, 34(1), 1-27. |
|
[9] | Grace, L. (2005). Game Type and Game Genre. Retrieved February, 22, 2009. |
|
[10] | Wang, W. (2010).Grading and classification of electronic games in educational perspective. Beijing, China: Science Press. |
|
[11] | Wan, J., Hu, B., & Li, X. (2010). EEG: A Way to Explore Learner’s Affect in Pervasive Learning Systems. In Advances in Grid and Pervasive Computing (pp. 109-119). Springer Berlin Heidelberg. |
|
[12] | Chen, C. M., & Lee, T. H. (2011). Emotion recognition and communication for reducing second‐language speaking anxiety in a web‐based one‐to‐one synchronous learning environment. British Journal of Educational Technology, 42(3), 417-440. |
|
[13] | Li Lei, Guo Cheng.(2009). Reaeach on adolescent academic emotions. Journal for Guizhou Educational College, 25 (4): 12-15. |
|
[14] | Latham, C. (2006). Heart rate variability as an index of regulated emotional responding. Review of General Psychology, 10, 229-240. |
|
[15] | McCraty, R., Atkinson, M., Tiller, W. A., Rein, G., & Watkins, A. D. (1995). The effects of emotions on short-term power spectrum analysis of heart rate variability. The American journal of cardiology, 76(14), 1089-1093. |
|
[16] | Steinberg, L. (2005). Cognitive and affective development in adolescence.Trends in cognitive sciences, 9(2), 69-74. |
|
[17] | Chanel, G., Rebetez, C., Bétrancourt, M., & Pun, T. (2008, October). Boredom, engagement and anxiety as indicators for adaptation to difficulty in games. In Proceedings of the 12thinternational conference on Entertainment and media in the ubiquitous era (pp. 13-17). ACM. |
|
[18] | Stemmler, G., Heldmann, M., Pauls, C. A., & Scherer, T. (2001). Constraints for emotion specificity in fear and anger: The context counts. Psychophysiology, 38(2), 275-291. |
|
[19] | Kong, J. S. L., Kwok, R. C. W., & Fang, Y. (2012). The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learning. Information & Management, 49(1), 1-9. |
|
[20] | Kivikangas J M, Ekman I, Chanel G, et al. Review on psychophysiological methods in game research[J]. Proc. of 1st Nordic DiGRA, 2010. |
|
[21] | Berta R. Assessment in and of Serious Games: An Overview [J]. Advances in Human-Computer Interaction, 2013. |
|