E-leadership: Re-examining transformations in leadership source and transmission
At the turn of the century, the first integrative review and conceptualization of the work on e-
leadership was published in The Leadership Quarterly. During the late 1990's, with the rapid …
leadership was published in The Leadership Quarterly. During the late 1990's, with the rapid …
Engagement in digital entertainment games: A systematic review
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 …
the most popular leisure activities globally. While digital games clearly provide highly …
[HTML][HTML] Measuring engagement in eHealth and mHealth behavior change interventions: viewpoint of methodologies
Engagement in electronic health (eHealth) and mobile health (mHealth) behavior change
interventions is thought to be important for intervention effectiveness, though what …
interventions is thought to be important for intervention effectiveness, though what …
VR locomotion in the new era of virtual reality: an empirical comparison of prevalent techniques
C Boletsis, JE Cedergren - Advances in Human‐Computer …, 2019 - Wiley Online Library
The latest technical and interaction advancements within the virtual reality (VR) field have
marked a new era, not only for VR, but also for VR locomotion. In this era, well‐established …
marked a new era, not only for VR, but also for VR locomotion. In this era, well‐established …
Brand experiences in service organizations: Exploring the individual effects of brand experience dimensions
H Nysveen, PE Pedersen, S Skard - Journal of brand management, 2013 - Springer
Brand experience has been conceptualized as a multidimensional construct that explains
customer loyalty. The authors present a study with the purpose of testing a recently …
customer loyalty. The authors present a study with the purpose of testing a recently …
Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)
Accurate measurement of the player experience in videogames is key to understanding the
impacts of videogame play, designing and developing engaging videogames, and …
impacts of videogame play, designing and developing engaging videogames, and …
[HTML][HTML] Digital game elements, user experience and learning: A conceptual framework
A Alexiou, MC Schippers - Education and Information Technologies, 2018 - Springer
The primary aim of this paper is to identify and theoretically validate the relationships
between core game design elements and mechanics, user motivation and engagement and …
between core game design elements and mechanics, user motivation and engagement and …
A systematic review of quantitative studies on the enjoyment of digital entertainment games
Enjoyment has been identified as a central component of the player experience (PX), but
various, overlapping concepts within PX make it difficult to develop valid measures and a …
various, overlapping concepts within PX make it difficult to develop valid measures and a …
Using virtual reality to assess user experience
Objective: The aim of this article is to discuss how user experience (UX) evaluation can
benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory …
benefit from the use of virtual reality (VR). Background: UX is usually evaluated in laboratory …
A review of the use of psychophysiological methods in game research
This article reviews the psychophysiological method in game research. Psychophysiological
measurements provide an objective, continuous, real-time, noninvasive, precise and …
measurements provide an objective, continuous, real-time, noninvasive, precise and …