Learning behavior in augmented reality–mediated mobile game–based learning

YL Yu, TT Wu, YM Huang - Library Hi Tech, 2024 - emerald.com
Purpose This paper aims to investigate whether the effects of children's current learning are
related to their learning efficiency and behavior when they are exposed to two different …

“Go. Just take him.”: PTSD and the Player-Character Relationship in The Last of Us Part II

SM Johnson - Games and Culture, 2023 - journals.sagepub.com
The Last of Us Part II is an unrelenting examination of the effects of trauma and violent
cycles of revenge. The game's complex narrative structure, its use of the player-character …

A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games

S Cmentowski, S Karaosmanoglu, F Kievelitz… - Proceedings of the …, 2023 - dl.acm.org
Virtual reality (VR) games intensify storytelling experiences by letting players take the role of
a character. However, in contrast to films, novels, or games, VR experiences often remain …

[HTML][HTML] Experiential play as an analytical framework: Empathetic and grating queerness in The Last of Us Part II

K Dennin, A Burton - Game Studies, 2023 - gamestudies.org
Abstract 2020's The Last of Us Part II (TLOU2) is a novel site to explicate queer ways of
playing and understanding games. We use TLOU2 as a case study to demonstrate how to …

[PDF][PDF] Ellie's Journal: Para-Narratives in The Last of Us Part II

R Banfi - Game Studies, 2022 - researchgate.net
Abstract The Last of Us Part II expands upon the game mechanics of collecting and
analyzing artifacts (letters, audio recordings, etc.) in the first game, The Last of Us. This …

Paying for beloved game characters: congruence with ideal others predicts purchase intention

Y Wang, X Zeng, K Wan, Z Zhou, Z Ye, X Shan… - Current …, 2024 - Springer
The game industry is booming and has received increasing attention from researchers in
recent years. While many researchers have taken an interest in the congruence between …

[PDF][PDF] The Effect of Perceived Quality, Perceived Enjoyment, and Social Influence toward Brand Loyalty of Valorant

J Alexander, D Hidayat - Management, and Social Studies, 2022 - researchgate.net
Objective–The purpose of the study was to reveal if there exists a quality-enjoyment-social
influence-satisfactionloyalty gap among gamers when it comes to playing the game …

The Teaching Efficacy of the Protégé Effect in Gamified Education

T Corwin, M Kosa, M Nasri, C Holmgård… - … IEEE Conference on …, 2023 - ieeexplore.ieee.org
Researchers and designers have considered how gamification can make education more
effective. In this paper, the role of player-character relationships is considered. Designers …

Facial animation and empathy in the last of us parts i and ii

S Spence - Persona Studies, 2024 - search.informit.org
For more than a decade the videogame studio Naughty Dog has deployed increasingly
sophisticated facial animations, greatly expanding its characters' abilities to convey realistic …

Comportamientos tóxicos en videojugadores de LoL latinoamericanos

DXP Cortes, JA Blandón - … de l'Educació i de l' …, 2023 - revistaaloma.blanquerna.edu
Los videojugadores de LoL manifiestan comportamientos durante el juego que se desvían
de las normas sociales y las reglas del juego. Sin embargo, son pocos los estudios desde la …