Jan Van Looy

Orcid: 0000-0002-2498-7028

According to our database1, Jan Van Looy authored at least 34 papers between 2003 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2022
Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame.
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

Digital Game-Based Learning effectiveness assessment: Reflections on study design.
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
Playing under threat. Examining stereotype threat in female game players.
Comput. Hum. Behav., 2016

Assessing the effectiveness of digital game-based learning: Best practices.
Comput. Educ., 2016

2015
How to be a gamer! Exploring personal and social indicators of gamer identity.
J. Comput. Mediat. Commun., 2015

Young people at play. Behaviors, motives and social structure.
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

Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review.
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

Tapping into the field of foreign language learning games.
Int. J. Arts Technol., 2013

Acceptance of game-based learning by secondary school teachers.
Comput. Educ., 2013

The development of a free stereopsis test for active shutter displays.
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

Disciplinary Identity of Game Scholars: An Outline.
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


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