To watch or to play, it is in the game: The game culture on Twitch. tv among performers, plays and audiences E Gandolfi Journal of gaming & virtual worlds 8 (1), 63-82, 2016 | 213 | 2016 |
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during COVID-19 E Gandolfi, RE Ferdig, A Kratcoski Technology in Society 66, 101637, 2021 | 100 | 2021 |
Virtual reality and augmented reality Y El Miedany, Y El Miedany Rheumatology teaching: the art and science of medical education, 403-427, 2019 | 67 | 2019 |
Generazione nerd: gioco, tecnologia e immaginario di una subcultura mainstream E Gandolfi Mimesis, 2014 | 51 | 2014 |
Situating presence within extended reality for teacher training: Validation of the extended Reality Presence Scale (XRPS) in preservice teacher use of immersive 360 video E Gandolfi, KW Kosko, RE Ferdig British Journal of Educational Technology 52 (2), 824-841, 2021 | 49 | 2021 |
Using 360-degree video to explore teachers' professional noticing KW Kosko, J Heisler, E Gandolfi Computers & Education 180, 104443, 2022 | 31 | 2022 |
Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3’s trends on Twitch.tv and Steam platforms E Gandolfi Information Visualization 17 (3), 218-238, 2018 | 26 | 2018 |
Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale E Gandolfi, RE Ferdig, I Soyturk New Media & Society 25 (6), 1374-1393, 2023 | 25 | 2023 |
Educational opportunities for augmented reality E Gandolfi, RE Ferdig, Z Immel Second handbook of information technology in primary and secondary education …, 2018 | 24 | 2018 |
Educational opportunities for immersive virtual reality RE Ferdig, E Gandolfi, Z Immel Second handbook of information technology in primary and secondary education …, 2018 | 24 | 2018 |
Effect and influence of ambisonic audio in viewing 360 video RE Ferdig Journal of virtual worlds research 13 (2-3), 2020 | 15 | 2020 |
You have got a (different) friend in me: Asymmetrical roles in gaming as potential ambassadors of computational and cooperative thinking E Gandolfi E-Learning and Digital Media 15 (3), 128-145, 2018 | 15 | 2018 |
Sharing dark sides on game service platforms: Disruptive behaviors and toxicity in DOTA2 through a platform lens E Gandolfi, RE Ferdig Convergence 28 (2), 468-487, 2022 | 12 | 2022 |
Immersive presence for future educators: Deconstructing the concept of presence in extended reality environments for preservice teachers E Gandolfi, C Austin, J Heisler, M Zolfaghari Journal of Technology and Teacher Education 29 (3), 339-367, 2021 | 12 | 2021 |
Unfolding female quiet in wargames: gender bias in Metal Gear Solid V: The Phantom Pain from representation to gameplay E Gandolfi, M Sciannamblo Feminist Media Studies 19 (3), 331-347, 2019 | 12 | 2019 |
Evaluating US gamers’ metacognitions about digital entertainment: Validation of metacognition about online gaming scale in the US context E Gandolfi, I Soyturk, RE Ferdig Journal of Affective Disorders 295, 954-959, 2021 | 11 | 2021 |
Exploring the impact of extended reality (xr) on spatial reasoning of elementary students E Baumgartner, RE Ferdig, E Gandolfi TechTrends 66 (5), 825-836, 2022 | 10 | 2022 |
Coping during Covid-19: Building a Community of Practice (CoP) for technology integration and educational reform in a time of crisis E Gandolfi, A Kratcoski Teaching, technology, and teacher education during the COVID-19 pandemic …, 2020 | 10 | 2020 |
Subjective temporalities at play: Temporality, subjectivity and gaming affordances in Cities: Skylines, Europa Universalis IV and Pillars of Eternity E Gandolfi Simulation & Gaming 47 (6), 720-750, 2016 | 10 | 2016 |
Playing across the social zone-Animal Crossing, gaming communities and connectedness in a time of crisis E Gandolfi, S Gandolfi Academicus. International Scientific Journal 12 (23), 41-51, 2021 | 9 | 2021 |