Impulse buying: A systematic literature review and future research directions
This paper performs a comprehensive analysis of academic research on impulse buying
following a systematic literature review approach. Drawing on the TCCM framework …
following a systematic literature review approach. Drawing on the TCCM framework …
The state of immersive technology research: A literature analysis
Despite the increase in scholarly attention paid to immersive technology, such as
augmented reality and virtual reality, few studies have been conducted on the current state …
augmented reality and virtual reality, few studies have been conducted on the current state …
The varieties of self-transcendent experience
Various forms of self-loss have been described as aspects of mental illness (eg,
depersonalization disorder), but might self-loss also be related to mental health? In this …
depersonalization disorder), but might self-loss also be related to mental health? In this …
[HTML][HTML] Measuring engagement in eHealth and mHealth behavior change interventions: viewpoint of methodologies
Engagement in electronic health (eHealth) and mobile health (mHealth) behavior change
interventions is thought to be important for intervention effectiveness, though what …
interventions is thought to be important for intervention effectiveness, though what …
Mobile apps for healthy living: Factors influencing continuance intention for health apps
The desire to maintain a healthy lifestyle is growing amongst consumers globally as well as
the adoption of health apps. Prior research investigates what affects adoption of a health …
the adoption of health apps. Prior research investigates what affects adoption of a health …
Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness
Educational researchers have recognized Augmented Reality (AR) as a technology with
great potential to impact affective and cognitive learning outcomes. However, very little work …
great potential to impact affective and cognitive learning outcomes. However, very little work …
[HTML][HTML] Surfing in virtual reality: An application of extended technology acceptance model with flow theory
This study aimed to develop a theoretical framework explaining how aspects of the
technology acceptance model (TAM) and flow theory explain user attitudes and behavioral …
technology acceptance model (TAM) and flow theory explain user attitudes and behavioral …
Psychosocial effects of perceived emotional synchrony in collective gatherings.
In a classic theory, Durkheim (1912) predicted that because of the social sharing of emotion
they generate, collective gatherings bring participants to a stage of collective effervescence …
they generate, collective gatherings bring participants to a stage of collective effervescence …
Measuring flow in gamification: Dispositional flow scale-2
This paper measures flow in the context of gamification and investigates the psychometric
properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users …
properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users …
Verification of the possibility and effectiveness of experiential learning using HMD-based immersive VR technologies
C Kwon - Virtual Reality, 2019 - Springer
This paper examines the possibility of experiential learning in a virtual space using head-
mounted-display-based immersive virtual reality (VR) technologies. Experiential learning …
mounted-display-based immersive virtual reality (VR) technologies. Experiential learning …