Computer Science
Serious Game
100%
videogame
53%
Virtual Reality
37%
Gamification
37%
Game Design
35%
Computer Game
29%
Communication Tool
25%
Cellular Network
25%
Energy Efficiency
25%
Machine Learning
25%
Learning System
25%
P2P network
25%
Subjective Quality
19%
Mobile Device
18%
Video-on-Demand
18%
Survival Probability
18%
Systems and Application
16%
Traffic Monitoring
16%
Media Literacy
15%
Virtual Environments
15%
Conceptual Model
14%
Cancer Patient
14%
Stress Research
12%
Content Distribution
12%
Artificial Intelligence
12%
Streaming Content
12%
Data Center
12%
Multicast Transmission
12%
Related Content
12%
video server
12%
Generative Adversarial Networks
12%
Surrounding Environment
12%
Detailed Result
12%
Fictional World
12%
Digital Game Based Learning
12%
Individual Layer
12%
Feedback Device
12%
Starting Point
12%
Scale Development
12%
Motion Control
12%
Unmanned Aerial Vehicle
12%
Behavioral Change
12%
Position Estimate
12%
Simulation Environment
12%
multiagent learning
12%
Achieve Change
12%
Scientific Theory
12%
Mobile Platform
12%
Multiplayer Game
12%
User Interface
12%
Psychology
Salivary Cortisol
37%
Cortisol
37%
Stressors
37%
Adolescence
37%
Exploratory Factor Analysis
25%
State Anxiety
25%
Gender Difference
25%
Anxiety Disorder
25%
Specific Anxiety Disorder
25%
Cognitive Behavioral Technique
25%
Social Interaction
24%
Gaming
22%
Media Literacy
16%
Self-Report
15%
Structural Model
14%
Behaviorism
12%
Coping Behavior
12%
Consciousness
12%
Behavior Modification
12%
Special Need
12%
Emotional Engagement
12%
Gender Influence
12%
Group Membership
12%
Social Support
12%
Perceived Stress
12%
Prejudice
12%
Electrodermal Activity
12%
Aggression
12%
Depressive Disorder
12%
Table Tennis
12%
Extraversion
12%
Agreeableness
12%
Android
12%
Computer Game
12%
Subjective Well-Being
12%
Personality Trait
12%
Openness to Experience
12%
Prosocial Behavior
12%
Social Withdrawal
12%
Social Engagement
12%
Habituation
12%
Home Care
12%
Psychoeducation
12%
Self-Esteem
12%
Sex Differences
12%
Emotionality
12%
Mixed Methods
12%
Child Psychology
12%
Story-Telling
12%
Gamification
12%