The actualization of meta affordances: Conceptualizing affordance actualization in the metaverse games

D Shin - Computers in human behavior, 2022 - Elsevier
Drawing on the theory of affordance, we conceptualize affordance actualization for the
metaverse games (MG) relative to the affordances of internalized and embodied …

[图书][B] Funology: from usability to enjoyment

MA Blythe, K Overbeeke, AF Monk, PC Wright - 2004 - Springer
Andersen et al take on a rather daunting design challenge namely, how to ease the sense of
privation felt by people who are emotionally close but physically distant from one another. In …

Performing arts metaverse: The effect of perceived distance and subjective experience

H Kim, H Lee - Computers in Human Behavior, 2023 - Elsevier
As a new paradigm for experiencing virtual worlds, metaverses are beginning to gain
traction as a new way to enjoy the performing arts. Additionally, as its feasibility as a new …

The role of presence in the experience of electronic games

R Tamborini, P Skalski - Playing video games, 2012 - api.taylorfrancis.com
In the 1982 movie Tron, a computer-game designer named Kevin Flynn (Jeff Bridges) is
literally zapped into the electronic game world he created. In this environment, he gets to …

A breathtaking journey. On the design of an empathy-arousing mixed-reality game

MJL Kors, G Ferri, ED Van Der Spek, C Ketel… - Proceedings of the …, 2016 - dl.acm.org
Persuasive games exist for a wide variety of objectives, from marketing, to healthcare and
activism. Some of the more socially-aware ones cast players as members of disenfranchised …

[HTML][HTML] Migration to the metaverse and its predictors: Attachment to virtual places and metaverse-related threat

T Oleksy, A Wnuk, M Piskorska - Computers in Human Behavior, 2023 - Elsevier
The most ambitious visions of metaverse technology promise to create virtual places that
offer the same possibilities as the real world. However, as any novel technology, the …

Playful or gameful? Creating delightful user experiences

A Lucero, E Karapanos, J Arrasvuori, H Korhonen - interactions, 2014 - dl.acm.org
MAY–JUNE 2014 INTERACTIONS 35 INTERACTIONS. ACM. ORG photographbyjoh np
aulb ic hard play, bound by rules and arbitrary obstacles, that defines winners and losers …

[HTML][HTML] Designing the metaverse: A study on inclusion, diversity, equity, accessibility and safety for digital immersive environments

M Zallio, PJ Clarkson - Telematics and Informatics, 2022 - Elsevier
The metaverse, a digital immersive environment in which people interact by using immersive
technologies, is shaping a new way for people to interact and socialise. Forecasts predict …

Affordances in HCI: toward a mediated action perspective

V Kaptelinin, B Nardi - Proceedings of the SIGCHI conference on human …, 2012 - dl.acm.org
Interpretations of the concept of" affordances" in HCI are becoming increasingly diverse,
extending well beyond the original Gibsonian meaning. We discuss some of the key …

Augmented reality in the metaverse market: the role of multimodal sensory interaction

C Chen, KZK Zhang, Z Chu, M Lee - Internet Research, 2024 - emerald.com
Purpose In the growing information systems (IS) literature on metaverse, augmented reality
(AR) technology is regarded as a cornerstone of the metaverse which enables interaction …