Switching channels: investigating the push, pull, and mooring effects of moving from cable TV to OTT services

P Sridevi, NT Ajith - Leisure Studies, 2024 - Taylor & Francis
In recent years, Over-the-Top (OTT) streaming services have become increasingly popular
as a form of digital leisure, triggering a significant shift of users from traditional television …

Metaverse: Virtual Gyms and Sports

SR Sindiramutty, NZ Jhanjhi, SK Ray… - Metaverse …, 2024 - igi-global.com
In recent years, the concept of the metaverse has garnered substantial attention as an
emerging digital realm that combines virtual reality, augmented reality, and various …

Advancing stem education in primary schools with an integrated system of 3d games

J Ranosz, C Leszczyński, S Kumor, A Popiel… - Proceedings of the 28th …, 2023 - dl.acm.org
This paper introduces a method to enhance STEM education in primary schools by
integrating 3D educational games with traditional teaching tools. Our approach combines …

Opening the Metaverse: The Next Frontier in Sport and Leisure

AD Pizzo, CJ Fornaciari, P Coyle, N Varzgani… - Leisure …, 2024 - Taylor & Francis
The metaverse is at the forefront of digital innovations transforming sport and leisure. The
metaverse, a shared digital environment accessible via the Internet, currently operates as …

Influence of fan's sports identification on their intention to watch eFootball live-streaming: evidence from football audience

C Kumar, M Srivastava, J Thanigan - Managing Sport and Leisure, 2025 - Taylor & Francis
Purpose This study investigates whether the fan's identification with traditional sports will
influence the intention to watch electronic sports (eSports) live-streaming. Especially in the …

Tap or Swipe: Interaction's Impact on Cognitive Load and Rewards in a Mobile Mental Math Game.

P Jost, S Rangger, A Künz - International Association for Development of the …, 2023 - ERIC
With the growing prevalence of mobile apps for self-directed learning, educational games
increasingly find their place in everyday routines, becoming accessible to a broad audience …

İLETİŞİM SÜREÇLERİNİN DİJİTALLEŞMESİ BAĞLAMINDA BOŞ ZAMAN SOSYOLOJİSİNİN DÖNÜŞÜMÜ

A Elnur - Akademik Hassasiyetler, 2023 - dergipark.org.tr
Dijital teknolojilerin boş zaman değerlendirme etkinlikleri çerçevesinde gerçekleşen sosyal
etkileşimler üzerindeki etkisinin her geçen gün artması, boş zaman sosyolojisinin …

The Adaptive Difficulty Level in a Hyper-Casual Game Through Facial Expression

A Setiawan - 2023 10th International Conference on …, 2023 - ieeexplore.ieee.org
One type of game that is popular and growing today is Hyper-casual. Even though it looks
easy to play, some players may find it very difficult or frustrating if they are not matched with …

687 Exploring the Impact of Physical Inactivity on Digital Gaming Attitudes and Addiction among Secondary School Students

S Kurhan, B Çar, C Kurhan, A Kurtoğlu… - Balneo and PRM …, 2024 - bioclima.ro
The escalating concern regarding internet and digital game addiction among pre-adolescent
children and its potential link to psychological issues prompted this study, aimed at …

GAME DEVELOPMENT PROJECT MANAGEMENT USING SCRUM FRAMEWORK: HYPERCASUAL GAME CASE STUDY'RUSH RUNNER'

M Nurjaman, H Baturohmah… - Jurnal Pilar Nusa …, 2024 - ejournal.nusamandiri.ac.id
The research aims to explore and implement an effective Project Management approach in
Game Development using the Scrum Framework. A case study was conducted on the …