This research explores which conditions for video game play are more effective in producing outcomes such as knowledge retained, involvement, behavioral intention, enjoyment, and self-efficacy. Additionally, given that identification with a model increases positive learning results and given the history of avatar use showing that people tend to idealize themselves in avatar form, expectations are that an ideal-self avatar would yield the greatest learning outcomes, followed by real-self avatar (both conditions that offer extreme identification), and lastly the third-party avatar. Self-efficacy was higher in the enactive condition. The ideal self condition resulted in the highest levels of involvement and enjoyment of game, learning, and a...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Fostering intrinsic motivation with interactive applications can increase the enjoyment that people ...
This research explores which conditions for video game play are more effective in producing outcomes...
While the benefits of physically immersive video games, or exergames, have witnessed much research a...
While video games have received strong attention for their potential to generate engagement and lear...
We explored the potential of avatar-based games as a method of influencing mood. Factors such as ava...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
Virtual environments and digital games are being increasingly used as educational tools in current e...
The use of avatars as learning agents is becoming increasingly popular in the sports, education and ...
Avatars and virtual worlds have become commonplace across the Internet in recent years through the d...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Fostering intrinsic motivation with interactive applications can increase the enjoyment that people ...
This research explores which conditions for video game play are more effective in producing outcomes...
While the benefits of physically immersive video games, or exergames, have witnessed much research a...
While video games have received strong attention for their potential to generate engagement and lear...
We explored the potential of avatar-based games as a method of influencing mood. Factors such as ava...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Massively Multiplayer Online Role Playing Games (MMORPGs) are virtual spaces in which gamers are abl...
Virtual environments and digital games are being increasingly used as educational tools in current e...
The use of avatars as learning agents is becoming increasingly popular in the sports, education and ...
Avatars and virtual worlds have become commonplace across the Internet in recent years through the d...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
Avatars or agents are digitized self-representations of a player in mediated environments. While usi...
Video games constitute a popular form of entertainment that allows millions of people to adopt virtu...
Video games have become a prominent part of United States culture. As of 2017, over 155 million Amer...
Fostering intrinsic motivation with interactive applications can increase the enjoyment that people ...