The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review

NS Jayawardena, P Thaichon, S Quach… - Journal of Business …, 2023 - Elsevier
Using the social psychology theory of elaboration likelihood model (ELM), we present a
conceptual model of persuading consumer attitudes through virtual and augmented reality …

Gamification and game based learning for vocational education and training: A systematic literature review

F Dahalan, N Alias, MSN Shaharom - Education and Information …, 2024 - Springer
Games have been used as a learning tool for centuries. Gamification and game-based
learning are becoming more prominent in educational settings for several reasons. When it …

[HTML][HTML] Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective

MD Dzandu, C Hanu, H Amegbe - Technological Forecasting and Social …, 2022 - Elsevier
This study develops and tests an integrated model of the social impact and customer value
theories to understand how gamification of mobile money payment could generate customer …

[PDF][PDF] Transformando la educación online: el impacto de la gamificación en la formación del profesorado en un entorno universitario

RM Sánchez - Metaverse Basic and Applied Research, 2023 - researchgate.net
Introducción: la gamificación consiste en la aplicación de elementos y mecánicas de los
juegos en contextos no lúdicos, como la educación. Los elementos que se pueden incluir …

[HTML][HTML] Game on! A state-of-the-art overview of doing business with gamification

W Sharma, WM Lim, S Kumar, A Verma… - … Forecasting and Social …, 2024 - Elsevier
Gamification is the act of applying game-design elements to transform activities, products,
services, and systems in a way that provides the kind of experiences similar to those offered …

A framework for gamification in the metaverse era: How designers envision gameful experience

NJ Thomas, R Baral, OS Crocco, S Mohanan - … Forecasting and Social …, 2023 - Elsevier
Gamification uses principles extracted from games to elicit a unique game-like experience
for users in various settings, including learning, healthcare, and business. The 'gameful …

[HTML][HTML] Understanding and measuring skill gaps in Industry 4.0—A review

P Rikala, G Braun, M Järvinen, J Stahre… - … Forecasting and Social …, 2024 - Elsevier
This study utilized a systematic-narrative hybrid strategy to overview the concept of skill gap
and its measuring approaches. Using the PRISMA guidelines, we conducted a systematic …

Impact of barriers of value co-creation on consumers' innovation resistance behavior: Investigating the moderation role of the DART model

K Anshu, A Shankar, A Behl, V Pereira… - … forecasting and social …, 2022 - Elsevier
This study investigates the influence of barriers to value co-creation (VCC) on consumers'
resistance behavior in the online B2C retailing context. The study also examines the …

Evolution and current state of research into E-learning

A Martinez-Garcia, P Horrach-Rosselló… - Heliyon, 2023 - cell.com
This article aims to undertake a bibliometric review along with a conceptual and intellectual
analysis of research on distance learning and e-learning. The purpose of this study is to …

[HTML][HTML] Evaluation of the Use of Gamification in Language Learning for Students in Indonesia

M Mohzana - … Journal of Language and Ubiquitous Learning, 2023 - journal.ypidathu.or.id
Background. With the development of technology and students' preferences for digital
interactions, gamification offers an attractive alternative in increasing the effectiveness of …