Cultivating engagement and enjoyment in exergames using feedback, challenge, and rewards

EJ Lyons - Games for health journal, 2015 - liebertpub.com
Objective: This article reviews theoretical and empirical evidence related to three
mechanisms for encouraging enjoyment during exergame play: Feedback, challenge, and …

Presence in video games: A systematic review and meta-analysis of the effects of game design choices

L Caroux - Applied Ergonomics, 2023 - Elsevier
Sense of presence is a widely assessed dimension of video game player experience. A
systematic literature review and a meta-analysis were conducted to provide a more …

[HTML][HTML] Enhancing the customer experience with virtual and augmented reality: The impact of content and device type

C Orús, S Ibáñez-Sánchez, C Flavián - International Journal of Hospitality …, 2021 - Elsevier
Virtual and augmented reality are changing how companies interact with customers.
However, previous research has paid little attention to compare their effectiveness. This …

How immersive is enough? A meta-analysis of the effect of immersive technology on user presence

JJ Cummings, JN Bailenson - Media psychology, 2016 - Taylor & Francis
The concept of presence, or “being there” is a frequently emphasized factor in immersive
mediated environments. It is often assumed that greater levels of immersive quality elicit …

Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)

S Sun, JH Kim, KM Lee, D Nan - Internet Research, 2023 - emerald.com
Purpose Massive multiplayer online role-playing games (MMORPGs) are representative
metaverse games that are thriving in academia and the industry. This study aims to develop …

Tap here to power up! Mobile augmented reality for consumer empowerment

ECX Aw, GWH Tan, KB Ooi, N Hajli - Internet Research, 2024 - emerald.com
Purpose The present study aims to propose a framework elucidating the attributes of mobile
augmented reality (AR) shopping apps (ie, spatial presence, perceived personalization and …

When does virtual embodiment change our minds?

JO Bailey, JN Bailenson, D Casasanto - Presence, 2016 - ieeexplore.ieee.org
Can an avatar's body movements change a person's perception of good and bad? We
discuss virtual embodiment according to theories of embodied cognition (EC), and afferent …

Immersive virtual reality technology in a three-dimensional virtual simulated store: Investigating telepresence and usability

A Schnack, MJ Wright, JL Holdershaw - Food Research International, 2019 - Elsevier
This study explores whether using immersive virtual reality technology (iVR) in a virtual
simulated store (VSS) enhances perceived telepresence and usability compared to …

[图书][B] Live to your local cinema: the remarkable rise of livecasting

M Barker - 2012 - books.google.com
Live to your local cinema: the remarkable rise of livecasting Page 1 Calgravel» pivot LIVE TO
YOUR LOCAL CINEMA The Remarkable Rise of Livecasting Martin Barker Page 2 Live To Your …

Player–video game interaction: A systematic review of current concepts

L Caroux, K Isbister, L Le Bigot, N Vibert - Computers in human behavior, 2015 - Elsevier
Video game design requires a user-centered approach to ensure that the experience
enjoyed by players is as good as possible. However, the nature of player–video game …