关注
Enrico Gandolfi
标题
引用次数
引用次数
年份
To watch or to play, it is in the game: The game culture on Twitch. tv among performers, plays and audiences
E Gandolfi
Journal of gaming & virtual worlds 8 (1), 63-82, 2016
2132016
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during COVID-19
E Gandolfi, RE Ferdig, A Kratcoski
Technology in Society 66, 101637, 2021
1002021
Virtual reality and augmented reality
Y El Miedany, Y El Miedany
Rheumatology teaching: the art and science of medical education, 403-427, 2019
672019
Generazione nerd: gioco, tecnologia e immaginario di una subcultura mainstream
E Gandolfi
Mimesis, 2014
512014
Situating presence within extended reality for teacher training: Validation of the extended Reality Presence Scale (XRPS) in preservice teacher use of immersive 360 video
E Gandolfi, KW Kosko, RE Ferdig
British Journal of Educational Technology 52 (2), 824-841, 2021
492021
Using 360-degree video to explore teachers' professional noticing
KW Kosko, J Heisler, E Gandolfi
Computers & Education 180, 104443, 2022
312022
Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3’s trends on Twitch.tv and Steam platforms
E Gandolfi
Information Visualization 17 (3), 218-238, 2018
262018
Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale
E Gandolfi, RE Ferdig, I Soyturk
New Media & Society 25 (6), 1374-1393, 2023
252023
Educational opportunities for augmented reality
E Gandolfi, RE Ferdig, Z Immel
Second handbook of information technology in primary and secondary education …, 2018
242018
Educational opportunities for immersive virtual reality
RE Ferdig, E Gandolfi, Z Immel
Second handbook of information technology in primary and secondary education …, 2018
242018
Effect and influence of ambisonic audio in viewing 360 video
RE Ferdig
Journal of virtual worlds research 13 (2-3), 2020
152020
You have got a (different) friend in me: Asymmetrical roles in gaming as potential ambassadors of computational and cooperative thinking
E Gandolfi
E-Learning and Digital Media 15 (3), 128-145, 2018
152018
Sharing dark sides on game service platforms: Disruptive behaviors and toxicity in DOTA2 through a platform lens
E Gandolfi, RE Ferdig
Convergence 28 (2), 468-487, 2022
122022
Immersive presence for future educators: Deconstructing the concept of presence in extended reality environments for preservice teachers
E Gandolfi, C Austin, J Heisler, M Zolfaghari
Journal of Technology and Teacher Education 29 (3), 339-367, 2021
122021
Unfolding female quiet in wargames: gender bias in Metal Gear Solid V: The Phantom Pain from representation to gameplay
E Gandolfi, M Sciannamblo
Feminist Media Studies 19 (3), 331-347, 2019
122019
Evaluating US gamers’ metacognitions about digital entertainment: Validation of metacognition about online gaming scale in the US context
E Gandolfi, I Soyturk, RE Ferdig
Journal of Affective Disorders 295, 954-959, 2021
112021
Exploring the impact of extended reality (xr) on spatial reasoning of elementary students
E Baumgartner, RE Ferdig, E Gandolfi
TechTrends 66 (5), 825-836, 2022
102022
Coping during Covid-19: Building a Community of Practice (CoP) for technology integration and educational reform in a time of crisis
E Gandolfi, A Kratcoski
Teaching, technology, and teacher education during the COVID-19 pandemic …, 2020
102020
Subjective temporalities at play: Temporality, subjectivity and gaming affordances in Cities: Skylines, Europa Universalis IV and Pillars of Eternity
E Gandolfi
Simulation & Gaming 47 (6), 720-750, 2016
102016
Playing across the social zone-Animal Crossing, gaming communities and connectedness in a time of crisis
E Gandolfi, S Gandolfi
Academicus. International Scientific Journal 12 (23), 41-51, 2021
92021
系统目前无法执行此操作,请稍后再试。
文章 1–20