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Danny Mceachen

Biographic Data

ID80602
NAMEDanny Mceachen
GIVEN NAMESDanny
FAMILY NAMEMceachen
SIGNATUREMCEACHEN D
AFFILIATIONSHeriot-Watt University
VERIFIEDNo
TOTAL WORKS1
TOTAL CITATIONS1
AUTHOR COUNT1
EDITOR COUNT0
FIRST PUBLICATION YEAR2011
LATEST PUBLICATION YEAR2011
H-INDEX1
  • Flow Experience and Mood States While Playing Body Movement-Controlled Video Games

    Open Access•Alasdair G Thin, Lisa Hansen et al.•ARTICLE•Games and Culture•2011•Cited by: 1•References: 20

    Body movement-controlled video games (BMCVGs) are a genre of video gaming utilizing body movement to control game play that is becoming increasingly popular. Despite the popularity and widespread interest in BMCVGs, there is limited information available about the nature of the players' experiences when they engage in BMCVG play. A total of 14 young adults played 6 different BMCVGs for 6 min each and performed traditional cycling exercise in a ra…

  • Flow Experience and Mood States While Playing Body Movement-Controlled Video Games

    Open Access•Alasdair G Thin, Lisa Hansen et al.•ARTICLE•Games and Culture•2011•Cited by: 1•References: 20

    Body movement-controlled video games (BMCVGs) are a genre of video gaming utilizing body movement to control game play that is becoming increasingly popular. Despite the popularity and widespread interest in BMCVGs, there is limited information available about the nature of the players' experiences when they engage in BMCVG play. A total of 14 young adults played 6 different BMCVGs for 6 min each and performed traditional cycling exercise in a ra…

  • Flow Experience and Mood States While Playing Body Movement-Controlled Video Games

    Open Access•Alasdair G Thin, Lisa Hansen et al.•ARTICLE•Games and Culture•2011•Cited by: 1•References: 20

    Body movement-controlled video games (BMCVGs) are a genre of video gaming utilizing body movement to control game play that is becoming increasingly popular. Despite the popularity and widespread interest in BMCVGs, there is limited information available about the nature of the players' experiences when they engage in BMCVG play. A total of 14 young adults played 6 different BMCVGs for 6 min each and performed traditional cycling exercise in a ra…

Action (physics (1 works) · Applied Psychology (1 works) · Applied Psychology (1 works) · Computer Science (1 works) · Educational Games and Gamification (1 works) · Flow Experience in Various Fields (1 works) · Mood (1 works) · Movement (music (1 works) · Multimedia (1 works) · Popularity (1 works)

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