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 …
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 …
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
Virtual and augmented reality are changing how companies interact with customers.
However, previous research has paid little attention to compare their effectiveness. This …
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 …
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)
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 …
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
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 …
augmented reality (AR) shopping apps (ie, spatial presence, perceived personalization and …
When does virtual embodiment change our minds?
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 …
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
This study explores whether using immersive virtual reality technology (iVR) in a virtual
simulated store (VSS) enhances perceived telepresence and usability compared to …
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 …
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
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 …
enjoyed by players is as good as possible. However, the nature of player–video game …