WebJan 1, 2011 · Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (N = 70), a racing game (N = 120), and a jump and run game (N = 72). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. WebFeb 8, 2024 · The Computer Games Journal View all articles Journal Information EISSN : 2052-773X Published by: Springer Nature (10.1007) Total articles ≅ 177 Current Coverage …
Immersion in computer games: the role of spatial presence and flow
WebNov 19, 2015 · Introduction. Social networks in various online media have been widely investigated. Among them, online games have been a recent focus in both the literature on communication (e.g., Taylor, Jenson, de Castell, & Dilouya, 2014; Yoon, Duff, & Ryu, 2013) and electronic commerce (e.g., Hsiao & Chiou, 2012; Wu & Liu, 2007).Focal issues include … WebMay 10, 2024 · Abstract. Video gaming is a firmly established leisure pursuit, which continues to grow in popularity. This paper is an examination of what motivates people to play computer games, and the relevance of such factors to the positive and negative aspects of computer gaming. When all of an individual’s motivations to play video games … tapeworm cleansing
Anyone know journals and conference for Serious Game?
WebApr 7, 2024 · Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook … WebOct 17, 2012 · Tel.: +6-06-331-6651; fax: +6-06-331-6500 E-mail address: [email protected] Available online at www.sciencedirect.com 2011 Published by Elsevier Ltd. Selection and/or peer reviewed under responsibility of the UKM Teaching and Learning Congress 2011 Open access under CC BY-NC-ND license. WebApr 6, 2024 · This study measures the increase in rhetorical knowledge in two groups of first-year community college students. The control group took the course while following the standard curriculum, while the experimental group replaced a writing-intensive unit on Rogerian rhetoric with a unit on visual and procedural rhetoric where videogames were … tapeworm causes in humans