[图书][B] Choice and preference in media use: Advances in selective exposure theory and research

S Knobloch-Westerwick - 2014 - taylorfrancis.com
Mediated messages flood our daily lives, through virtually endless choices of media
channels, genres, and content. However, selectivity determines what media messages we …

Effects of video-game play on information processing: A meta-analytic investigation

KL Powers, PJ Brooks, NJ Aldrich, MA Palladino… - Psychonomic bulletin & …, 2013 - Springer
Do video games enhance cognitive functioning? We conducted two meta-analyses based
on different research designs to investigate how video games impact information-processing …

Do men become addicted to internet gaming and women to social media? A meta-analysis examining gender-related differences in specific internet addiction

W Su, X Han, H Yu, Y Wu, MN Potenza - Computers in Human Behavior, 2020 - Elsevier
Males have been proposed to be more vulnerable to internet addiction (IA) than females.
However, males and females may differ with respect to specific patterns and types of internet …

Prevalence of internet gaming disorder in adolescents: A meta‐analysis across three decades

JY Fam - Scandinavian journal of psychology, 2018 - Wiley Online Library
The inclusion of “Internet gaming disorder (IGD)” in the fifth edition of Diagnostic and
statistical manual of mental disorders (DSM‐5) creates a possible line of research. Despite …

What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture

B Paaßen, T Morgenroth, M Stratemeyer - Sex Roles, 2017 - Springer
Women and men play video games in approximately equal numbers. Despite this similarity,
video gaming is still strongly associated with men. A common justification for this stereotype …

Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years

T Lynch, JE Tompkins, II Van Driel… - Journal of …, 2016 - academic.oup.com
We analyzed in-game content from titles released between 1983 and 2014 (n= 571)
featuring playable female characters. Results indicate that sexualization has diminished …

Gamification in assessment: Do points affect test performance?

Y Attali, M Arieli-Attali - Computers & education, 2015 - Elsevier
Gamification, applying game mechanics to nongame contexts, has recently become a hot
topic across a wide range of industries, and has been presented as a potential disruptive …

Demographic differences in perceived benefits from gamification

J Koivisto, J Hamari - Computers in Human Behavior, 2014 - Elsevier
In recent years,“gamification” has been proposed as a solution for engaging people in
individually and socially sustainable behaviors, such as exercise, sustainable consumption …

Immersive multisensory virtual reality technologies for virtual tourism: A study of the user's sense of presence, satisfaction, emotions, and attitudes

M Melo, H Coelho, G Gonçalves, N Losada, F Jorge… - Multimedia …, 2022 - Springer
Virtual reality (VR) technologies have been used successfully in tourism marketing. While
most conventional VR applications are of an audiovisual nature, the constant evolution of …

Internet gaming disorder in male and female young adults: The role of alexithymia, depression, anxiety and gaming type

C Bonnaire, D Baptista - Psychiatry research, 2019 - Elsevier
The aim of this study is to investigate the relationship between alexithymia and Internet
Gaming Disorder (IGD)(while controlling for depression and anxiety), explore the presence …