Motivations of playing digital games: A review and research agenda

I Cheah, AS Shimul, I Phau - Psychology & Marketing, 2022 - Wiley Online Library
The global digital gaming industry has grown rapidly in recent years. Rapid technological
advancements are changing the ways in which players can interact with video games as …

Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames

K Szolin, D Kuss, F Nuyens, M Griffiths - Computers in Human Behavior, 2022 - Elsevier
Videogames can often be a source of pleasure and relaxation for many individuals, but they
can also lead to disordered and potentially addictive behaviour, which is referred to as …

Exploring tourists' virtual reality-based brand engagement: A uses-and-gratifications perspective

RA Rather, LD Hollebeek… - Journal of Travel …, 2024 - journals.sagepub.com
Though prior research has addressed the role of virtual reality (VR) in tourism, the dynamics
and consequences characterizing tourists' VR-based brand engagement, which has grown …

[图书][B] Gaming at the edge: Sexuality and gender at the margins of gamer culture

A Shaw - 2015 - books.google.com
Video games have long been seen as the exclusive territory of young, heterosexual white
males. In a media landscape dominated by such gamers, players who do not fit this mold …

“Empathy machine”: how virtual reality affects human rights attitudes

M Bujić, M Salminen, J Macey, J Hamari - Internet Research, 2020 - emerald.com
Purpose This study aims to investigate how media content consumed through immersive
technology may evoke changes in human rights attitudes. It has been proposed that our …

Overviewing gaming motivation and its associated psychological and sociodemographic variables: a PRISMA systematic review

A Martucci, MC Gursesli, M Duradoni… - Human Behavior and …, 2023 - Wiley Online Library
Nowadays, video games are part of our everyday life, and the number of players is
increasing each day passing by. Thus, understanding what motivations drive people to play …

Avatar-mediated communication and social identification

CI Teng, AR Dennis, AS Dennis - Journal of Management …, 2023 - Taylor & Francis
ABSTRACT Avatar-mediated communication (AMC), commonly used in online environments
such as games and the emerging metaverse, is different from traditional computer-mediated …

Using social learning theory in examining YouTube viewers' desire to imitate travel vloggers

LH Le, M Hancer - Journal of Hospitality and Tourism Technology, 2021 - emerald.com
Purpose Applying social learning theory and the source credibility model, this study aims to
investigate the impacts of perceived attractiveness, expertise and trustworthiness of …

[PDF][PDF] El diagnóstico de adicción a videojuegos en el DSM-5 y la CIE-11: Retos y oportunidades para clínicos

X Carbonell - Papeles del psicólogo, 2020 - redalyc.org
El trastorno de juego por internet (conocido como adicción a videojuegos) se caracteriza
por un patrón de comportamiento de juego persistente y recurrente que conlleva un …

[PDF][PDF] El docente en la sociedad digital: una propuesta basada en la pedagogía transformativa y en la tecnología avanzada

JM Cela-Ranilla, VE González, FE Mon… - … . Revista de currículum …, 2017 - redalyc.org
Este documento presenta una visión transformadora de la docencia en el contexto de una
sociedad actual marcada por la complejidad y su componente tecnológico. Esta visión se …