[HTML][HTML] A systematic review of social presence: Definition, antecedents, and implications
CS Oh, JN Bailenson, GF Welch - Frontiers in Robotics and AI, 2018 - frontiersin.org
Social presence, or the feeling of being there with a “real” person, is a crucial component of
interactions that take place in virtual reality. This paper reviews the concept, antecedents …
interactions that take place in virtual reality. This paper reviews the concept, antecedents …
Assessment in and of serious games: An overview
F Bellotti, B Kapralos, K Lee… - Advances in Human …, 2013 - Wiley Online Library
There is a consensus that serious games have a significant potential as a tool for instruction.
However, their effectiveness in terms of learning outcomes is still understudied mainly due to …
However, their effectiveness in terms of learning outcomes is still understudied mainly due to …
[HTML][HTML] Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …
users' gameful experience while using a service. Either intentionally or unintentionally …
Studying student differentiation in gamified education: A long-term study
Gamified learning is a novel concept that according to recent studies, can increase student
activity and improve learning outcomes. However, little is known about how different …
activity and improve learning outcomes. However, little is known about how different …
Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)
Accurate measurement of the player experience in videogames is key to understanding the
impacts of videogame play, designing and developing engaging videogames, and …
impacts of videogame play, designing and developing engaging videogames, and …
[HTML][HTML] Combining brain–computer interfaces and assistive technologies: state-of-the-art and challenges
In recent years, new research has brought the field of electroencephalogram (EEG)-based
brain–computer interfacing (BCI) out of its infancy and into a phase of relative maturity …
brain–computer interfacing (BCI) out of its infancy and into a phase of relative maturity …
Systematic review and validation of the game experience questionnaire (geq)-implications for citation and reporting practice
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …
Evaluating mixed and augmented reality: A systematic literature review (2009-2019)
We present a systematic review of 45S papers that report on evaluations in mixed and
augmented reality (MR/AR) published in ISMAR, CHI, IEEE VR, and UIST over a span of 11 …
augmented reality (MR/AR) published in ISMAR, CHI, IEEE VR, and UIST over a span of 11 …
[HTML][HTML] Creating brand engagement through in-store gamified customer experiences
J Högberg, MO Ramberg, A Gustafsson… - Journal of Retailing and …, 2019 - Elsevier
The purpose of this study is to understand how gamification contributes to customers' value
creation in a retail context and how this value creation relates to brand engagement. The …
creation in a retail context and how this value creation relates to brand engagement. The …
The psychological effects of playing exergames: A systematic review
Successful exergames should lead players not only to achieve enough level of energy
expenditure but also to engage in the play itself. The aim of this study is to review studies …
expenditure but also to engage in the play itself. The aim of this study is to review studies …