Serious Games and Gamification in Healthcare: A Meta-Review论文
Information2023引用: 247
Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse论文
Sustainability2022引用: 275
Virtual reality consumer experience escapes: preparing for the metaverse论文
Virtual Reality2022引用: 298
Virtual travel experience and destination marketing: Effects of sense and information quality on flow and visit intention论文
Journal of Destination Marketing & Management2020引用: 275
Cognitive and affective processes for learning science in immersive virtual reality论文
Journal of Computer Assisted Learning2020引用: 342
Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research论文
British Journal of Educational Technology2020引用: 444
A Meta-Analysis of Use of Serious Games in Education over a Decade论文
International Journal of Computer Games Technology2019引用: 552
Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?论文
Simulation & Gaming2019引用: 226
The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction论文
Computers in Human Behavior2019引用: 458
The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment论文
Journal of Educational Computing Research2019引用: 216
Investigating the effect of pre-training when learning through immersive virtual reality and video: A media and methods experiment论文
Computers & Education2019引用: 486
Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]论文
Journal of Interactive Marketing2018引用: 357
The Three Pillars of Virtual Reality? Investigating the Roles of Immersion, Presence, and Interactivity论文
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences2018引用: 222
Gamification in the Workplace: The Central Role of the Aesthetic Experience论文
Journal of Management Information Systems2017引用: 317
Optimal experience of flow enhanced by telepresence: Evidence from social media use论文
Information & Management2016引用: 343
Promoting online learners’ continuance intention: An integrated flow framework论文
Information & Management2015引用: 219
A Literature Review of Gamification Design Frameworks论文
2015引用: 283
Measuring flow in gamification: Dispositional Flow Scale-2论文
Computers in Human Behavior2014引用: 327
Student Engagement in High School Classrooms from the Perspective of Flow Theory论文
2014引用: 269
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale论文
Computers in Human Behavior2014引用: 304

第 1-20 条,共 48 条

上一页下一页