[PDF][PDF] Author Note

M Jauch, SC Rudert, R Greifeneder - 2022 - researchgate.net
Prior research has shown that being excluded by computer-agents in experimental
exclusion paradigms threatens individuals' basic needs to a similar extent as being …

Conducta Virtual| Marco de referencia para el diseño de conductas virtuales en el metaverso

U León-Domínguez - 2022 - osf.io
En la actualidad, una nueva realidad como el metaverso está emergiendo con infinitas
posibilidades de interacción. Estos espacios virtuales son nuevos entornos donde …

MMORPG 이용자의자기결정성및소속감이캐릭터동일시를통해충성도및WOM 에미치는영향

이지현, 김한구 - 인터넷전자상거래연구, 2020 - dbpia.co.kr
MMORPG 이용자의 자기결정성 및 소속감이 캐릭터 동일시를 통해 충성도 및 WOM에 미치는
영향 † Page 1 [인터넷전자상거래연구] 제20권 제4호 https://doi.org/10.37272/JIECR.2020.08.20.4.75 …

Bullying Victimisation through an Interpersonal Lens: Focussing on Social Interactions and Risk for Depression

M Franzen - 2022 - research.rug.nl
Many people-children, adolescents, and adults–have bullying experiences. Individuals who
have been bullied have a higher chance for developing mental health problems, specifically …

[PDF][PDF] (2020): Understanding the relationship between the proteus effect, immersion, and gender among world of Warcraft players: an empirical survey study …

V Stavropoulos, J Rennie, M Morcos, R Gomez… - academia.edu
Online gaming is part of contemporary life, with a range of influences on gamer's behaviour.
The convergence and alignment of an individual's attitude and behaviour with features and …

Exploring Cultural Factors Impacting Female Digital Entrepreneurs in Underdeveloped Countries: A Comparative Analysis

AW Shaikh, N Zakaria - … Perspectives on Cross-Border Trade and …, 2022 - igi-global.com
This chapter aims at understanding the cultural influence on female digital entrepreneurs in
underdeveloped countries and the possible effects of cyberostracism by integrating the …

[PDF][PDF] Pelaavien nuorten (15-20 vuotta) käsitykset sosioemotionaalisesta kompetenssista yhteisöllisessä verkkomoninpelissä

SJ Piispa-Hakala - 2019 - erepo.uef.fi
Lapset ja nuoret pelaavat paljon digitaalisia pelejä. Monet näistä peleistä ovat yhteisöllisiä
verkkomoninpelejä (esim. Fortnite). Peleissä tehdään yhteistyötä toisten pelaajien kanssa …

The association of shyness with individuals' online and offline altruistic behavior

C Zhou, H Li, Y Bian - Social Behavior and Personality: an …, 2019 - ingentaconnect.com
We explored the association between online and subsequent offline altruistic behavior in
shy and not-shy individuals, using a 2 (priming condition: online altruism vs. control)× 2 …

[PDF][PDF] Hypocrisy Induction: Using Chatbots to Promote COVID-19 Social Distancing

MA WooJin Kim - academia.edu
Considering widespread resistance to COVID-19 preventive measures, the authors draw on
hypocrisy induction theory to examine whether online chatbots can be used to induce …

Perceived Social Realism and Game Transfers: A Precursor to Immersion and Character Identification on Moba Games

JPG Gutierrez - Available at SSRN 4109945 - papers.ssrn.com
Multiplayer online battle is a video game genre with the most massive growth in terms of
registered users in the recent decade. Along with the player's growth in number, they …