Something personal from the metaverse: goals, topics, and contextual factors of self-disclosure in commercial social VR

P Sykownik, D Maloney, G Freeman… - Proceedings of the 2022 …, 2022 - dl.acm.org
Current Social VR literature provides limited insight on one of the most critical behaviors for
developing and maintaining interpersonal relationships: self-disclosure. Therefore, we …

[HTML][HTML] Touchscreen apps for child creativity: An evaluation of creativity apps designed for young children

SA Booton, P Kolancali, VA Murphy - Computers & Education, 2023 - Elsevier
In the last decade, touchscreen apps have become a staple for educating and entertaining
children. The number of apps that claim to support child creativity has been on the rise …

VR almost there: simulating co-located multiplayer experiences in social virtual reality

P Sykownik, S Karaosmanoglu, K Emmerich… - Proceedings of the …, 2023 - dl.acm.org
Consumer social virtual reality (VR) applications have recently started to enable social
interactions at a distance. Yet it is still relatively unknown if and to what extent such …

[HTML][HTML] Investigating links between Internet literacy, Internet use, and Internet addiction among Chinese youth and adolescents in the digital age

Q Jiang, Z Chen, Z Zhang, C Zuo - Frontiers in Psychiatry, 2023 - frontiersin.org
Introduction In current digital era, adolescents' Internet use has increased exponentially, with
the Internet playing a more and more important role in their education and entertainment …

[HTML][HTML] The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry

D Zendle, C Flick, D Halgarth, N Ballou… - Journal of Medical …, 2023 - jmir.org
Background COVID-19 led governments worldwide to enact a variety of containment and
closure policies. Substantial attention has been directed toward the idea that these public …

[PDF][PDF] GAMING LIFEWORLDS

MAR Butt - 2022 - academia.edu
This research examines the continuities, relations, and transformations of gaming lifeworlds.
Taking on a feminist and cultural lens to study videogames as assemblages of play, this …

[HTML][HTML] The role of online game usage in the relationship between initial daily negative moods and subsequent positive moods: The moderating role of hedonistic …

CW Yeh, TY Chen - Current Psychology, 2024 - Springer
This study explores the relationship between initial daily negative mood, online game usage
and subsequent positive mood; and examine the moderating roles of hedonistic motivation …

[HTML][HTML] The untapped potential of Games for Health in times of crises. A critical reflection

K Dadaczynski, D Tolks, KJ Wrona, T Mc Call… - Frontiers in public …, 2023 - frontiersin.org
Given its promising role in public health to address hard to reach population groups, game-
based interventions (ie, Games for Health, G4H) have experienced growing interest in …

[HTML][HTML] Evaluating the Feasibility of a Multiplayer Role-Playing Game as a Behavioral Health Intervention in Adolescent Patients With Chronic Physical or Mental …

D Babichenko, A Radovic, R Patel… - JMIR Research …, 2023 - researchprotocols.org
Background Numerous studies have revealed that adolescents with chronic physical or
mental conditions (CPMCs) are at an increased risk for depression and anxiety, with serious …

[HTML][HTML] La reinvención del videojuego y nuevas formas de consumo en tiempos de confinamiento. Caso Fortnite

J Soto de la Cruz, S Cortés Gómez… - Comunicación y …, 2023 - scielo.org.mx
El propósito de este artículo es analizar cómo la industria del videojuego ha reinventado la
manera de consumir contenido de entretenimiento en tiempos de confinamiento; en …