Foundations of game-based learning
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 …
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 …
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
Fostering intrinsic motivation with interactive applications can increase the enjoyment that
people experience when using technology, but can also translate into more invested effort …
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
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 …
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 …
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 …
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
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 …
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
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 …
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
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 …
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) …
MMORPGs. Three main dimensions were derived from the literature (1) Avatar (character) …