The use of the term 'immersion'to describe a multitude of varying experiences in the absence of a definitional consensus has obfuscated and diluted the term. This paper presents a non …
Background Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low …
SA Smith - Psychonomic bulletin & review, 2019 - Springer
Although virtual reality (VR) is a promising tool for the investigation of episodic memory phenomena, to date there has been relatively little examination of how learning mechanisms …
This study provides a theoretical model on the effectiveness of learning through virtual reality technology in bachelor art and design students. Surveys were applied to 200 …
Flow is an optimal experience that has received particular interest within sport because of a possible relationship with enhanced athletic performances. Yet, the strength and direction of …
Sense of presence is a widely assessed dimension of video game player experience. A systematic literature review and a meta-analysis were conducted to provide a more …
Background: In the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of …
H Zhao, A Khan - Frontiers in Psychology, 2022 - frontiersin.org
Built on the integrated theoretical framework of antecedents of flow and expectation confirmation model (ECM), this research investigates the way flow experience drives the …
Purpose The goal of this study is to examine the factors (eg enjoyment, skills, challenge, telepresence and flow) that influence players' purchase intention toward Dota 2 virtual in …