Foundations of game-based learning

JL Plass, BD Homer, CK Kinzer - Educational psychologist, 2015 - Taylor & Francis
In this article we argue that to study or apply games as learning environments, multiple
perspectives have to be taken into account. We first define game-based learning and …

[图书][B] Gaming at the edge: Sexuality and gender at the margins of gamer culture

A Shaw - 2015 - books.google.com
Video games have long been seen as the exclusive territory of young, heterosexual white
males. In a media landscape dominated by such gamers, players who do not fit this mold …

Fostering intrinsic motivation through avatar identification in digital games

MV Birk, C Atkins, JT Bowey, RL Mandryk - Proceedings of the 2016 CHI …, 2016 - dl.acm.org
Fostering intrinsic motivation with interactive applications can increase the enjoyment that
people experience when using technology, but can also translate into more invested effort …

How avatar identification affects enjoyment in the metaverse: the roles of avatar customization and social engagement

HW Lee, K Chang, JP Uhm, E Owiro - … , Behavior, and Social …, 2023 - liebertpub.com
Despite growing interest in studying the metaverse, a theory-driven investigation into the
factors that contribute to an enjoyable metaverse experience remains scarce. The current …

Unpacking engagement: Convergence and divergence in transportation and identification

N Tal-Or, J Cohen - Annals of the International Communication …, 2016 - Taylor & Francis
This review proposes that transportation and identification are distinct forms of engaging
with narratives, that they are enhanced by different factors and that they have distinct roles in …

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 …

Moral decision‐making in video games: A focus group study on player perceptions

E Holl, S Bernard, A Melzer - Human behavior and emerging …, 2020 - Wiley Online Library
Moral dilemmas have become increasingly popular in single player video games, although it
is still widely unknown why players find them pleasurable, how they process dilemmas, and …

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 …

Personal informatics for everyday life: How users without prior self-tracking experience engage with personal data

A Rapp, F Cena - International Journal of Human-Computer Studies, 2016 - Elsevier
The spreading of devices and applications allowing people to collect personal information
opens new opportunities for Personal Informatics. Although many of these tools are already …

Player identification in online games: Validation of a scale for measuring identification in MMORPGs

J Van Looy, C Courtois, M De Vocht - Proceedings of the 3rd …, 2010 - dl.acm.org
In this paper, we present a Player Identification (PI) scale for measuring identification in
MMORPGs. Three main dimensions were derived from the literature (1) Avatar (character) …