[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 …

Gaming science: the “Gamification” of scientific thinking

BJ Morris, S Croker, C Zimmerman, D Gill… - Frontiers in …, 2013 - frontiersin.org
Science is critically important for advancing economics, health, and social well-being in the
twenty-first century. A scientifically literate workforce is one that is well-suited to meet the …

Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities

A Marchand, T Hennig-Thurau - Journal of interactive …, 2013 - journals.sagepub.com
In the past twenty years, the video game industry has established itself as a significant
contributor to the global entertainment economy. Compared to more established …

[引用][C] Serious games: mechanisms and effects

U Ritterfeld - 2009 - books.google.com
Serious Games provides a thorough exploration of the claim that playing games can provide
learning that is deep, sustained and transferable to the real world." Serious games" is …

Children's motivations for video game play in the context of normal development

CK Olson - Review of general Psychology, 2010 - journals.sagepub.com
Electronic games are now an everyday part of childhood and adolescence. The debate has
moved from whether children should play video games to how to maximize potential benefits …

The video game experience as “true” identification: A theory of enjoyable alterations of players' self-perception

C Klimmt, D Hefner, P Vorderer - Communication theory, 2009 - academic.oup.com
This article introduces an explication of video game players' identification with a game
character or role that is based on social–psychological models of self-perception …

Gender and computer games: Exploring females' dislikes

T Hartmann, C Klimmt - Journal of computer-mediated …, 2006 - academic.oup.com
On average, girls and women are less involved with video games than are boys and men,
and when they do play, they often prefer different games. This article reports two studies that …

[HTML][HTML] Avatar creation and video game enjoyment

S Trepte, L Reinecke - Journal of Media Psychology, 2010 - econtent.hogrefe.com
Based on the model of complex entertainment experiences (Vorderer, Klimmt, & Ritterfeld,
2004), the competitiveness of a computer game (media prerequisite) and the individual life …

Why travelers trust and accept self-driving cars: An empirical study

H Du, G Zhu, J Zheng - Travel behaviour and society, 2021 - Elsevier
Automated vehicle technology is becoming increasingly mature with the development of
Artificial Intelligence and information communications technology. It is important to …

It's okay to shoot a character: Moral disengagement in violent video games

T Hartmann, P Vorderer - Journal of communication, 2010 - academic.oup.com
What makes virtual violence enjoyable rather than aversive? Two 2× 2 experiments tested
the assumption that moral disengagement cues provided by a violent video game's narrative …