An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …

Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016

T Sourmelis, A Ioannou, P Zaphiris - Computers in Human Behavior, 2017 - Elsevier
In the past decade, there has been increasing interest in studying the educational
affordances of Multiplayer Online Role Playing Games (MMORPGs). Using the KSAVE …

Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs)

S Rezaei, SS Ghodsi - Computers in Human Behavior, 2014 - Elsevier
A few study examined the impact of value and aspects of behavioral intention in virtual
environment. The aim of this study is to examine the impact of emotional value (VE), social …

[PDF][PDF] The use of gamification in higher education: An empirical study

I Varannai, PL Sasvári, A Urbanovics - International Journal of …, 2017 - real.mtak.hu
The use of gamification in higher education has increased considerably over the past
decades. An empirical study was conducted in Hungary with two groups of students to …

What we know about massively multiplayer online role-playing games

A Chen, S Mari, S Grech, J Levitt - Harvard review of psychiatry, 2020 - journals.lww.com
The fifth edition of the Diagnostic and Statistical Manual of Mental Disorders defines internet
gaming disorder without differentiating games from their respective genres, such as first …

Development and psychometric validation of internet gaming disorder scale-short-form (IGDS9-SF) in a Brazilian sample

RB Severo, APPN Barbosa, DRC Fouchy… - Addictive Behaviors, 2020 - Elsevier
Objectives: The aim of this study was to develop and examine the psychometric properties of
the IGDS9-SF in a sample of Brazilian gamers and to find the best cut-off point for this …

How passion and impulsivity influence a player's choice of videogame, intensity of playing and time spent playing

DX Puerta-Cortés, T Panova, X Carbonell… - Computers in Human …, 2017 - Elsevier
Videogames have received much attention in addiction research due to their popularity and
frequent use. However, few studies have addressed the effect of passion and impulsivity in …

[HTML][HTML] Promoting consumer engagement in online communities through virtual experience and social identity

YW Chuang - Sustainability, 2020 - mdpi.com
With the development and proliferation of online games, understanding how to seize these
players has become an essential issue for academic scholars and practitioners. Based on …

Putting the Cognitive Mediation Networks Theory to the test: Evaluation of a framework for understanding the digital age

BC De Souza, AS Da Silva, AM Da Silva… - Computers in Human …, 2012 - Elsevier
The Cognitive Mediation Networks Theory (CMNT) is a novel approach to human
intelligence that, among other things, attempts to understand the cognitive changes …

A study on the goal value for massively multiplayer online role-playing games players

YL Lin, HW Lin - Computers in Human Behavior, 2011 - Elsevier
This study examines the goal of value sought by players of the massively multiplayer online
role playing games (MMORPGs). We drew on the Means-end Chains (MECs) model …