Publications

Joan Arnedo Moreno publications

106 results

2026

  1. Patrones oscuros y videojuegos: Análisis teórico y empírico entre jóvenes españoles

    Index.comunicación: Revista científica en el ámbito de la Comunicación Aplicada, Vol. 16, Núm. 2, pp. 115-141

  2. The impact of video game use of dark patterns and random reward mechanisms on the youth: A systematic literature review

    Entertainment Computing, Vol. 57, pp. 101122

  3. Video Games: Industry, Entrepreneurship, Creativity and Innovation

    Trípodos, Núm. 59, pp. 6-10

2025

  1. A BRIEF REFLECTION ON THE CONVERGENCE BETWEEN GAMING AND GAMBLING

    Proceedings of the International Conferences IADIS Information Systems 2025 and e-Society 2025

  2. A Hybrid Machine Learning Method for Detecting Metamorphic Malware

    Lecture Notes on Data Engineering and Communications Technologies (Springer Science and Business Media Deutschland GmbH), pp. 297-307

  3. EDTF: A User-Centered Approach to Digital Educational Games Design and Development

    Information (Switzerland), Vol. 16, Núm. 9

  4. Expert Validation of an Empathic Design Thinking Framework: For Digital Serious Game Development

    Proceedings of the European Conference on Games-based Learning

  5. Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review

    JMIR Serious Games, Vol. 13

  6. Narrative alchemy: Co-creating a game-based extensive reading framework for adult language learners

    Entertainment Computing, Vol. 52

  7. Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners

    Entertainment Computing, Vol. 52

  8. Una revisión general del estado de la investigación sobre el vínculo entre videojuegos y juegos de apuestas

    Actas del IV Congreso Español de Videojuegos (CEV’25) Granada, España

2024

  1. Anti-Plagiarism Adventure Game: Using Visual Novels for Feasible Game-Based Learning

    2024 IEEE Gaming, Entertainment, and Media Conference, GEM 2024

  2. Foreword to the 8th International Workshop on Games and Software Engineering (GAS 2024) Emerging Advanced Technologies for Game Engineering

    Proceedings - 2024 IEEE/ACM 8th International Workshop on Games and Software Engineering, GAS 2024

  3. Looking Beyond Academia: A Study on Best Practices in the Catalan Gameful Design Industry

    Lecture Notes in Educational Technology (Springer Science and Business Media Deutschland GmbH), pp. 64-73

  4. Programming Games as Learning Tools: Using Empathic Design Principles for Engaging Experiences

    2024 IEEE Gaming, Entertainment, and Media Conference, GEM 2024

  5. Trends on Gamification, Generative AI, Multidisciplinary Technological Resources, Engineering Education, New Trends in Mechatronics, Diversity Gap in STEM, Laboratories in STEM Education at TEEM 2023

    Lecture Notes in Educational Technology (Springer Science and Business Media Deutschland GmbH), pp. 3-17

  6. ‘Gamblificació’: la monetització del jugador

    COMeIN: Revista de los Estudios de Ciencias de la Información y de la Comunicación, Núm. 147

2023

  1. Coding is Fun: Engaging Adult On-Line Learners Using Programming Games

    Lecture Notes in Educational Technology (Springer Science and Business Media Deutschland GmbH), pp. 606-614

  2. Coding is Fun: engaging Adult On-LineLearners Using Programming Games

    Proceedings TEEM 2022: tenth International Conference on Technological Ecosystems for Enhancing Multiculturality (Springer Nature Singapore), pp. 606-615

  3. Trends on Computational Thinking, Engineering Education, Technology in Medicine, Qualitative and Mixed Methods, Diversity in STEM, Lab-Based Education, Technology and Education, Gamification and Games for Learning and Smart Learning at TEEM 2022

    Lecture Notes in Educational Technology (Springer Science and Business Media Deutschland GmbH), pp. 1-21