The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis

N Barz, M Benick… - Review of …, 2024 - journals.sagepub.com
Digital game-based learning (DGBL) interventions can be superior to traditional instruction
methods for learning, but previous meta-analyses covered a huge period and included a …

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 …

Avatar characteristics induce users' behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect

R Ratan, D Beyea, BJ Li, L Graciano - Media Psychology, 2020 - Taylor & Francis
Over a decade of research on the Proteus effect in numerous contexts suggests that people
conform in behavior and attitudes to their avatars' characteristics. In order to provide clarity …

Fostering intrinsic motivation through avatar identification in digital games

MV Birk, C Atkins, JT Bowey, RL Mandryk - Proceedings of the 2016 CHI …, 2016 - dl.acm.org
Fostering intrinsic motivation with interactive applications can increase the enjoyment that
people experience when using technology, but can also translate into more invested effort …

Player identification in online games: Validation of a scale for measuring identification in MMORPGs

J Van Looy, C Courtois, M De Vocht - Proceedings of the 3rd …, 2010 - dl.acm.org
In this paper, we present a Player Identification (PI) scale for measuring identification in
MMORPGs. Three main dimensions were derived from the literature (1) Avatar (character) …

Emotional gratification in entertainment experience. Why viewers of movies and television series find it rewarding to experience emotions

A Bartsch - Media Psychology, 2012 - Taylor & Francis
This article presents four studies designed to assess different types of gratifications that can
be associated with the experience of emotions in movie and television audiences …

Fear and loathing in VR: the emotional and physiological effects of immersive games

JS Lemmens, M Simon, SR Sumter - Virtual Reality, 2022 - Springer
Compared to traditional screen-based media, virtual reality (VR) generally leads to stronger
feelings of presence. The current study aimed to investigate whether playing games in VR …

Interactive narratives: Processes and outcomes in user-directed stories

MC Green, KM Jenkins - Journal of Communication, 2014 - academic.oup.com
Interactive narratives are stories that allow readers to determine the direction of the plot,
often at key decision points. Unanswered questions remain about the types of psychological …

Acting like a tough guy: Violent-sexist video games, identification with game characters, masculine beliefs, & empathy for female violence victims

A Gabbiadini, P Riva, L Andrighetto, C Volpato… - PLoS one, 2016 - journals.plos.org
Empathy—putting oneself in another's shoes—has been described as the “social glue” that
holds society together. This study investigates how exposure to sexist video games can …

Nature documentaries, connectedness to nature, and pro-environmental behavior

F Arendt, J Matthes - Environmental Communication, 2016 - Taylor & Francis
We investigate the effects of nature documentaries on pro-environmental cognition and
behavior. Of central interest is the concept of connectedness to nature, which describes an …