Although the metaverse is still in the early stages of development and implementation, it has the potential to revolutionize the way how businesses can interact with customers through …
N Johannes, M Vuorre… - Royal Society open …, 2021 - royalsocietypublishing.org
People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether …
Digitally created online celebrities (so-called virtual influencers) have appeared on various social media and video streaming platforms. While the scientific community has recently …
A recurring hypothesis in the literature is that “passive” social media use (browsing) leads to negative effects on well-being. This preregistered study investigated a rival hypothesis …
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding player experiences to optimise game designs. Hence, GUR experts aim to understand how …
HE Vidergor - Computers & Education, 2021 - Elsevier
The current study examined the effects of digital escape room perceived by 528 elementary school students. Several precursors connected to those learning practices, namely, gameful …
In this paper, we present the development and validation of an instrument for measuring users' gameful experience while using a service. Either intentionally or unintentionally …
S Deterding - Human–Computer Interaction, 2015 - Taylor & Francis
The idea that game design can inspire the design of motivating, enjoyable interactive systems has a long history in human-computer interaction. It currently experiences a …
MR Johnson, J Woodcock - Information, Communication & Society, 2019 - Taylor & Francis
This paper explores the lives and careers of video game live broadcasters, especially those who gain their primary real-world income through this practice. We introduce the dominant …