Video games and rehabilitation: using design principles to enhance engagement in physical therapy

K Lohse, N Shirzad, A Verster, N Hodges… - Journal of neurologic …, 2013 - journals.lww.com
Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often
limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive …

Embodiment and presence in virtual worlds: a review

U Schultze - Journal of Information Technology, 2010 - journals.sagepub.com
The multimodal, 3D-graphlcal communication platforms known as virtual worlds have their
historical roots In multi-user domains/dungeons (MUDs) and virtual reality (VR). Given the …

Esports matrix: Structuring the esports research agenda

EE Cranmer, DID Han, M van Gisbergen… - Computers in Human …, 2021 - Elsevier
Abstract The popularity of Electronic Sports (esports) have grown tremendously in the last
few years, becoming one of the most popular forms of digital entertainment. Despite …

Foundations of game-based learning

JL Plass, BD Homer, CK Kinzer - Educational psychologist, 2015 - Taylor & Francis
In this article we argue that to study or apply games as learning environments, multiple
perspectives have to be taken into account. We first define game-based learning and …

Streaming on twitch: fostering participatory communities of play within live mixed media

WA Hamilton, O Garretson, A Kerne - Proceedings of the SIGCHI …, 2014 - dl.acm.org
Previously, video streaming sites were at the fringes of online social media. In the past two
years, live streams of video games, on sites such as Twitch. tv, have become very popular …

Toxic behaviors in team-based competitive gaming: The case of league of legends

Y Kou - Proceedings of the annual symposium on computer …, 2020 - dl.acm.org
Toxic behaviors in online gaming such as flaming and harassment have been gaining
attention from the research community, yet little consensus has formed about what …

Reality is broken: Why games make us better and how they can change the world

J McGonigal - Jonathan Cape, 2011 - books.google.com
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are
backed by countless psychological studies.”—The Boston Globe “Powerful and …

Falling asleep together: What makes activities in social virtual reality meaningful to users

D Maloney, G Freeman - Proceedings of the Annual Symposium on …, 2020 - dl.acm.org
The increasingly popular social virtual reality (VR) is dramatically transforming how people
meet, interact, and socialize online. These immersive digital spaces blend aspects of the …

Proxemics and social interactions in an instrumented virtual reality workshop

J Williamson, J Li, V Vinayagamoorthy… - Proceedings of the …, 2021 - dl.acm.org
Virtual environments (VEs) can create collaborative and social spaces, which are
increasingly important in the face of remote work and travel reduction. Recent advances …

More kawaii than a real-person live streamer: understanding how the otaku community engages with and perceives virtual YouTubers

Z Lu, C Shen, J Li, H Shen, D Wigdor - … of the 2021 CHI Conference on …, 2021 - dl.acm.org
Live streaming has become increasingly popular, with most streamers presenting their real-
life appearance. However, Virtual YouTubers (VTubers), virtual 2D or 3D avatars that are …