Gameplay engagement and learning in game-based learning: A systematic review

AI Abdul Jabbar, P Felicia - Review of educational research, 2015 - journals.sagepub.com
In this review, we investigated game design features that promote engagement and learning
in game-based learning (GBL) settings. The aim was to address the lack of empirical …

Engagement in digital entertainment games: A systematic review

EA Boyle, TM Connolly, T Hainey, JM Boyle - Computers in human behavior, 2012 - Elsevier
Since their introduction over 40 years ago, digital entertainment games have become one of
the most popular leisure activities globally. While digital games clearly provide highly …

Tourists as mobile gamers: Gamification for tourism marketing

F Xu, F Tian, D Buhalis, J Weber… - Future of Tourism …, 2021 - taylorfrancis.com
Gaming as a cutting-edge concept has recently been used by some innovative tourism
sectors as a marketing tool and as a method of deeper engagement with visitors. This …

Game learning analytics: Learning analytics for serious games

M Freire, Á Serrano-Laguna, B Manero Iglesias… - Learning, design, and …, 2023 - Springer
Video games have become one of the largest entertainment industries, and their power to
capture the attention of players worldwide soon prompted the idea of using games to …

Sexism in online video games: The role of conformity to masculine norms and social dominance orientation

J Fox, WY Tang - Computers in human behavior, 2014 - Elsevier
Sexism toward women in online video game environments has become a pervasive and
divisive issue in the gaming community. In this study, we sought to determine what …

[PDF][PDF] Ergen ve genç erişkinlerde dijital oyun bağımlılığı: Güncel bir bakış

AY Irmak, S Erdoğan - Türk Psikiyatri Dergisi, 2016 - turkpsikiyatri.com
Ergen ve genç erişkinlerin önceleri parklarda ve sokaklarda yaşadıkları oyun etkinlikleri, son
yıllarda evlerde ya da internet/oyun salonlarında, bilgisayar başında gerçekleştirilen sanal …

[HTML][HTML] Harnessing the power of virtual reality: Enhancing telepresence and inspiring sustainable travel intentions in the tourism industry

SD Hoang, SK Dey, Z Tučková, TP Pham - Technology in Society, 2023 - Elsevier
This study investigates how virtual reality (VR) can enhance telepresence and stimulate VR
use and travel intentions in the sustainable tourism industry. 512 local and international …

Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games

H Li, Y Liu, X Xu, J Heikkilä… - Computers in Human …, 2015 - Elsevier
It has long been a challenge for online game providers that online game players frequently
switch to alternative games without much hesitation. Current IS continuance theories are …

Online game addiction among adolescents: motivation and prevention factors

Z Xu, O Turel, Y Yuan - European journal of information systems, 2012 - Taylor & Francis
Online game addiction has become a common phenomenon that affects many individuals
and societies. In this study we rely on the functionalist perspective of human behavior and …

[HTML][HTML] The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey

O Király, R Urbán, MD Griffiths, C Ágoston… - Journal of medical …, 2015 - jmir.org
Background The rapid expansion of online video gaming as a leisure time activity has led to
the appearance of problematic online gaming (POG). According to the literature, POG is …