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 …

[HTML][HTML] Health education serious games targeting health care providers, patients, and public health users: scoping review

N Sharifzadeh, H Kharrazi, E Nazari, H Tabesh… - JMIR serious …, 2020 - games.jmir.org
Background Serious educational games have shown effectiveness in improving various
health outcomes. Previous reviews of health education games have focused on specific …

How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances

J Xu, HS Du, KN Shen, D Zhang - International Journal of Information …, 2022 - Elsevier
Encouraging online consumers to perform the voluntary extra-role behaviour, so called
“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

AZ Abbasi, CD Schultz, DH Ting, F Ali… - Journal of Hospitality …, 2022 - emerald.com
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 …

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 …

Inducing individuals to engage in a gamified platform for environmental conservation

HS Du, X Ke, C Wagner - Industrial Management & Data Systems, 2020 - emerald.com
Purpose This research draws on goal framing theory and gamification affordance to
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 …

[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 …

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 …

Videogames-as-a-service: converting freemium-to paying-users through pop-up advertisement value

A Hussain, AZ Abbasi, LD Hollebeek… - Journal of Services …, 2022 - emerald.com
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 …