Student-centred digital game–based learning: a conceptual framework and survey of the state of the art
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 …
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 …
(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 …
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 …
research topic in the field of computer-mediated communication. One main motive for …
Fostering intrinsic motivation through avatar identification in digital games
Fostering intrinsic motivation with interactive applications can increase the enjoyment that
people experience when using technology, but can also translate into more invested effort …
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
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 …
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?
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 …
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) …
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
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 …
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
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 …
physical store as social networks, such as Facebook or Pinterest, are heavily focusing on …