[HTML][HTML] Flow and immersion in video games: The aftermath of a conceptual challenge
L Michailidis, E Balaguer-Ballester, X He - Frontiers in psychology, 2018 - frontiersin.org
One of the most pleasurable aspects of video games is their ability to induce immersive
experiences. However, there appears to be a tentative conceptualization of what an …
experiences. However, there appears to be a tentative conceptualization of what an …
Gamification: A cognitive-emotional view
JK Mullins, R Sabherwal - Journal of Business Research, 2020 - Elsevier
Successful gamified systems engage players by eliciting their positive and negative
emotions. However, prior literature provides little guidance on how to create emotional …
emotions. However, prior literature provides little guidance on how to create emotional …
[图书][B] Artificial intelligence and games
GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …
The differential susceptibility to media effects model
PM Valkenburg, J Peter - Journal of communication, 2013 - academic.oup.com
In this theoretical article, we introduce the Differential Susceptibility to Media Effects Model
(DSMM), a new, integrative model to improve our understanding of media effects. The …
(DSMM), a new, integrative model to improve our understanding of media effects. The …
VR locomotion in the new era of virtual reality: an empirical comparison of prevalent techniques
C Boletsis, JE Cedergren - Advances in Human‐Computer …, 2019 - Wiley Online Library
The latest technical and interaction advancements within the virtual reality (VR) field have
marked a new era, not only for VR, but also for VR locomotion. In this era, well‐established …
marked a new era, not only for VR, but also for VR locomotion. In this era, well‐established …
[HTML][HTML] A framework for the testing and validation of simulated environments in experimentation and training
New computer technologies, like virtual reality (VR), have created opportunities to study
human behavior and train skills in novel ways. VR holds significant promise for maximizing …
human behavior and train skills in novel ways. VR holds significant promise for maximizing …
[图书][B] Digital games and learning: Research and theory
N Whitton - 2014 - taylorfrancis.com
In recent years, there has been growing interest in the use of digital games to enhance
teaching and learning at all educational levels, from early years through to lifelong learning …
teaching and learning at all educational levels, from early years through to lifelong learning …
[图书][B] Handbook of virtual environments: Design, implementation, and applications
KS Hale, KM Stanney - 2014 - books.google.com
This second edition of a bestseller presents systematic and extensive coverage of the
primary areas of research and development within VE technology. It brings together a …
primary areas of research and development within VE technology. It brings together a …
[HTML][HTML] “Who doesn't think about technology when designing urban environments for older people?” A case study approach to a proposed extension of the WHO's …
HR Marston, J Van Hoof - … journal of environmental research and public …, 2019 - mdpi.com
The World Health Organization (WHO) strives to assist and inspire cities to become more
“age-friendly”, and the fundamentals are included in the Global Age-Friendly Cities Guide …
“age-friendly”, and the fundamentals are included in the Global Age-Friendly Cities Guide …
[图书][B] Immersive Theatre and Audience Experience
R Biggin - 2017 - Springer
“Rose Biggin offers a richly nuanced model for understanding immersive practice that will be
applicable well beyond the example of Punchdrunk. Interweaving theories of interactivity …
applicable well beyond the example of Punchdrunk. Interweaving theories of interactivity …