An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
role playing games (MMORPGs). We drew on the Means-end Chains (MECs) model …