Escape rooms in STEM teaching and Learning—Prospective field or declining trend? A literature review
C Lathwesen, N Belova - Education Sciences, 2021 - mdpi.com
In the last decade, game-based learning has received growing attention in educational
contexts in general and science education in particular. A recent game trend, which has also …
contexts in general and science education in particular. A recent game trend, which has also …
[HTML][HTML] Health education serious games targeting health care providers, patients, and public health users: scoping review
Background Serious educational games have shown effectiveness in improving various
health outcomes. Previous reviews of health education games have focused on specific …
health outcomes. Previous reviews of health education games have focused on specific …
How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances
Encouraging online consumers to perform the voluntary extra-role behaviour, so called
“consumer citizenship behaviour”, is crucial to organizational performance in the modern …
“consumer citizenship behaviour”, is crucial to organizational performance in the modern …
Advertising value of vlogs on destination visit intention: the mediating role of place attachment among Pakistani tourists
Purpose Drawing on Ducoffe's advertising value model, this study aims to integrate
additional constructs (credibility, fantasy and visual appeal) as important antecedents to the …
additional constructs (credibility, fantasy and visual appeal) as important antecedents to the …
Validation of the GUESS-18: a short version of the Game User Experience Satisfaction Scale (GUESS)
JR Keebler, WJ Shelstad, DC Smith… - Journal of Usability …, 2020 - commons.erau.edu
Abstract/Description The Game User Experience Satisfaction Scale (GUESS) is a 55-item
tool assessing nine constructs describing video game satisfaction. While the development of …
tool assessing nine constructs describing video game satisfaction. While the development of …
Inducing individuals to engage in a gamified platform for environmental conservation
Purpose This research draws on goal framing theory and gamification affordance to
understand how gamification design encourages users' continuous usage of information …
understand how gamification design encourages users' continuous usage of information …
Gaming on the rift: How virtual reality affects game user satisfaction
WJ Shelstad, DC Smith… - Proceedings of the …, 2017 - journals.sagepub.com
Virtual reality (VR) headsets like the Oculus Rift, HTC Vive, and PlayStation VR can provide
a unique experience different from traditional computer monitors. Research demonstrates …
a unique experience different from traditional computer monitors. Research demonstrates …
[PDF][PDF] DISDAIN: An Auto Content Generation VR Game
IGNT Wijaya, S Hansun… - Indian J Sci …, 2019 - pdfs.semanticscholar.org
Objectives: To build a video game that implementing procedural content generation with a
first-person shooter genre and using the newest gaming hardware technology, ie Virtual …
first-person shooter genre and using the newest gaming hardware technology, ie Virtual …
User engagement comparison between advergames and traditional advertising using EEG: Does the user's engagement influence purchase intention?
IA Castiblanco Jimenez, JS Gomez Acevedo… - Electronics, 2022 - mdpi.com
In the context of human–computer interaction (HCI), understanding user engagement (UE)
while interacting with a product or service can provide valuable information for enhancing …
while interacting with a product or service can provide valuable information for enhancing …
Videogames-as-a-service: converting freemium-to paying-users through pop-up advertisement value
Purpose Though the videogame literature is thriving, little remains known regarding the
effectiveness of pop-up ads that appear in videogames. Addressing this gap, this study …
effectiveness of pop-up ads that appear in videogames. Addressing this gap, this study …