Student-centred digital game–based learning: a conceptual framework and survey of the state of the art

TE Coleman, AG Money - Higher Education, 2020 - Springer
Student-centred learning forms a major driver behind educational policy and practice in the
modern day. With a drive towards embracing the possibilities of technology within the …

Head-mounted display virtual reality in post-secondary education and skill training

BJ Concannon, S Esmail, M Roduta Roberts - Frontiers in education, 2019 - frontiersin.org
Background: This review focused on how immersive head-mounted display virtual reality
(VR) was used in post-secondary level education and skill training, with the aim to better …

[КНИГА][B] Gaming at the edge: Sexuality and gender at the margins of gamer culture

A Shaw - 2015 - books.google.com
Video games have long been seen as the exclusive territory of young, heterosexual white
males. In a media landscape dominated by such gamers, players who do not fit this mold …

Self-representation through avatars in digital environments

D Zimmermann, A Wehler, K Kaspar - Current Psychology, 2023 - Springer
Due to its prominent role in online social networks, avatar creation has become an important
research topic in the field of computer-mediated communication. One main motive for …

Fostering intrinsic motivation through avatar identification in digital games

MV Birk, C Atkins, JT Bowey, RL Mandryk - Proceedings of the 2016 CHI …, 2016 - dl.acm.org
Fostering intrinsic motivation with interactive applications can increase the enjoyment that
people experience when using technology, but can also translate into more invested effort …

How avatar identification affects enjoyment in the metaverse: the roles of avatar customization and social engagement

HW Lee, K Chang, JP Uhm, E Owiro - … , Behavior, and Social …, 2023 - liebertpub.com
Despite growing interest in studying the metaverse, a theory-driven investigation into the
factors that contribute to an enjoyable metaverse experience remains scarce. The current …

Videogames-as-a-service: how does in-game value co-creation enhance premium gaming co-creation experience for players?

A Hussain, MF Abid, A Shamim, DH Ting… - Journal of Retailing and …, 2023 - Elsevier
The games as a service model have enabled game developers to reach worldwide
audiences and regard games as services rather than products, opening up new avenues to …

Player identification in online games: Validation of a scale for measuring identification in MMORPGs

J Van Looy, C Courtois, M De Vocht - Proceedings of the 3rd …, 2010 - dl.acm.org
In this paper, we present a Player Identification (PI) scale for measuring identification in
MMORPGs. Three main dimensions were derived from the literature (1) Avatar (character) …

The effect of avatar self-integration on consumers' behavioral intention in the metaverse

S Oh, WB Kim, HJ Choo - International Journal of Human …, 2024 - Taylor & Francis
This study explores the relationship between users and avatars, focusing on the degree of
facial resemblance and the realism of fashion items as the main factors of avatar self …

Disclosing too much? Situational factors affecting information disclosure in social commerce environment

S Sharma, RE Crossler - Electronic Commerce Research and Applications, 2014 - Elsevier
The buying and selling of goods and services are no longer limited to a general website or a
physical store as social networks, such as Facebook or Pinterest, are heavily focusing on …