Understanding fake news consumption: A review

JP Baptista, A Gradim - Social Sciences, 2020 - mdpi.com
Combating the spread of fake news remains a difficult problem. For this reason, it is
increasingly urgent to understand the phenomenon of fake news. This review aims to see …

Metaverse for service industries: Future applications, opportunities, challenges and research directions

T Jung, J Cho, DID Han, SJG Ahn, M Gupta… - Computers in Human …, 2023 - Elsevier
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 …

Video game play is positively correlated with well-being

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 …

Parasocial interactions with real and virtual influencers: The role of perceived similarity and human-likeness

JP Stein, P Linda Breves, N Anders - New Media & Society, 2024 - journals.sagepub.com
Digitally created online celebrities (so-called virtual influencers) have appeared on various
social media and video streaming platforms. While the scientific community has recently …

Social media browsing and adolescent well-being: Challenging the “Passive Social Media Use Hypothesis”

PM Valkenburg, I Beyens, JL Pouwels… - Journal of Computer …, 2022 - academic.oup.com
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 …

[HTML][HTML] Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial …

VV Abeele, K Spiel, L Nacke, D Johnson… - International Journal of …, 2020 - Elsevier
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
player experiences to optimise game designs. Hence, GUR experts aim to understand how …

Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students

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 …

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
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 …

The lens of intrinsic skill atoms: A method for gameful design

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 …

'It's like the gold rush': the lives and careers of professional video game streamers on Twitch. tv

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 …