E-leadership: Re-examining transformations in leadership source and transmission

BJ Avolio, JJ Sosik, SS Kahai, B Baker - The Leadership Quarterly, 2014 - Elsevier
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 …

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 …

[HTML][HTML] Measuring engagement in eHealth and mHealth behavior change interventions: viewpoint of methodologies

CE Short, A DeSmet, C Woods, SL Williams… - Journal of medical …, 2018 - jmir.org
Engagement in electronic health (eHealth) and mobile health (mHealth) behavior change
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 …

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 …

Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)

D Johnson, MJ Gardner, R Perry - International Journal of Human …, 2018 - Elsevier
Accurate measurement of the player experience in videogames is key to understanding the
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 …

A systematic review of quantitative studies on the enjoyment of digital entertainment games

ED Mekler, JA Bopp, AN Tuch, K Opwis - Proceedings of the SIGCHI …, 2014 - dl.acm.org
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 …

Using virtual reality to assess user experience

F Rebelo, P Noriega, E Duarte, M Soares - Human factors, 2012 - journals.sagepub.com
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 …

A review of the use of psychophysiological methods in game research

JM Kivikangas, G Chanel, B Cowley… - journal of gaming & …, 2011 - intellectdiscover.com
This article reviews the psychophysiological method in game research. Psychophysiological
measurements provide an objective, continuous, real-time, noninvasive, precise and …