The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness

S Mishra, G Malhotra - International Journal of Information Management, 2021 - Elsevier
Gamification on the mobile platform through the concept of online games has the potential to
create unprecedented engagement with customers. With the growth in the gamification …

The phenomenology of virtual technology

D O'Shiel - 2022 - torrossa.com
Virtuality is fast becoming the base mode of many people's lives. Portions of humanity's
youngest generation might be the first to be more familiar chatting to their friends online than …

A Game of Covid: Strategic thoughts about a ludified pandemic

MH Raab, NA Döbler, CC Carbon - Frontiers in Psychology, 2021 - frontiersin.org
Many aspects of handling the COVID-19 pandemic bear a resemblance to patterns found in
games. We observe point displays and leader boards, the visible assumption of roles …

[HTML][HTML] Engaged in play: Seven-year-olds' engagement with the play frame when playing with toy figures and their engagement with the fictional world of a video …

S Hashmi, AL Paine, MK Johansen, C Robinson… - Cognitive …, 2022 - Elsevier
Children's engagement in fictional worlds created when playing with toys and video games
has received little research attention. We explored whether children's engagement with the …

Sounding the story: Music in videogame cutscenes

G Hooper - Emotion in video game soundtracking, 2018 - Springer
Despite their ubiquity, cutscenes remain a relatively neglected element in videogame
studies and especially in ludomusicological studies. This chapter considers the function of …

Conceptualizing the Roles of Involvement and Immersion in Persuasive Games

E Lee, M Abdollahi, C Agur - Games and Culture, 2022 - journals.sagepub.com
While previous studies showed that persuasive games can have positive effects on attitudes
and behavioral intentions, little is known about the underlying processes that cause these …

Non-religious Players Asking Big Questions: Video Game Worlds Affording Affinities of Meaningful Encounters

H Rautalahti - The Journal of Religion and Popular Culture, 2021 - utpjournals.press
The article examines player narratives on meaningful encounters with video games by using
an argumentative qualitative interview method. Data gathered among Finnish adult video …

Using in-game biofeedback to induce player serenity

K Ji - 2017 - openaccess.wgtn.ac.nz
Video games no longer predominantly emphasize mere entertainment or excitement, they
now investigate more complex emotions. As a new dimension of player input, biofeedback …

Designing a Unity Plugin to Predict Expected Affect in Games Using Biophilia

L Zhang - 2022 - uwspace.uwaterloo.ca
Video games can generate different emotional states and affective reactions, but it can
sometimes be difficult for a game's visual designer to predict the emotional response a …

[PDF][PDF] Between Immersion and Aesthetics: Video Game Players Discussing Enchantment

H Rautalahti - Abstract Proceedings of DiGRA 2020 Conference: Play …, 2020 - dl.digra.org
The concept of enchantment has been used in alternating fashions to describe historical or
cultural spheres, or religious activities. Enchantment can refer to religious ritual activity as …