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Mohammed Hokroh, PhD, Gill Green, PhD
Pág. 163 - 171
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106...
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Gal Sasson and Yoed N. Kenett
Question-asking is a critical aspect of human communications. Yet, little is known about the reasons that lead people to ask questions, which questions are considered better than others, or what cognitive mechanisms allow the ability to ask informative q...
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Jingsha He, Yue Li and Nafei Zhu
Online social networks (OSNs) have experienced rapid growth in recent years, and an increasing number of people now use OSNs, such as Facebook and Twitter, to share and spread information on a daily basis. As a special type of information, user personal ...
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Mirko Duradoni, Stefania Collodi, Serena Coppolino Perfumi and Andrea Guazzini
The stranger on the Internet effect has been studied in relation to self-disclosure. Nonetheless, quantitative evidence about how people mentally represent and perceive strangers online is still missing. Given the dynamic development of web technologies,...
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Like Raskova Octaberlina,Imam Rofiki
Pág. pp. 168 - 183
For students of English as a Foreign Language (EFL), vocabulary mastery is an essential component of language skills. Vocabulary may contribute to the success of language skills. However, most students had some trouble learning vocabulary. Vocabulary lea...
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Stefania Collodi, Maria Fiorenza, Andrea Guazzini and Mirko Duradoni
Reputational systems promote pro-social behaviors, also in virtual environments, therefore their study contributes to the knowledge of social interactions. Literature findings emphasize the power of reputation in fostering fairness in many circumstances,...
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Sheila Serafim da Silva,Renata Giovinazzo Spers,Murilo Alvarenga Oliveira,Adalberto Americo Fischmann
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Alessandra Antonaci, Roland Klemke and Marcus Specht
Gamification has recently been presented as a successful strategy to engage users, with potential for online education. However, while the number of publications on gamification has been increasing in recent years, a classification of its empirical effec...
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Stefania Collodi, Sara Panerati, Enrico Imbimbo, Federica Stefanelli, Mirko Duradoni and Andrea Guazzini
Online reputational systems are nowadays widely and effectively adopted by several online platforms to support and improve peoples? interactions and communication. Despite the research approached and modeled social dynamics of reputational systems in dif...
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Anna Sapienza, Alessandro Bessi and Emilio Ferrara
Multiplayer online battle arena is a genre of online games that has become extremely popular. Due to their success, these games also drew the attention of our research community, because they provide a wealth of information about human online interaction...
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Stefania Collodi, Sara Panerati, Enrico Imbimbo, Federica Stefanelli, Mirko Duradoni and Andrea Guazzini
Online reputational systems are nowadays widely and effectively adopted by several online platforms to support and improve peoples’ interactions and communication. Despite the research approached and modeled social dynamics of reputational systems ...
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William Sims Bainbridge
In four ways, massively multiplayer online role-playing games may serve as tools for advancing sustainability goals, and as laboratories for developing alternatives to current social arrangements that have implications for the natural environment. First,...
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David Prott,Martin Ebner
Pág. pp. 101 - 118
Obtaining customer opinions and customer wishes is increasingly becoming an important part of any entrepreneurial activity for determining customer satisfaction and, subsequently, optimizing products and services as well as strengthen customer loyalty. I...
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Izzuddin Alghifari,Rizal Edy Halim
Pág. 298 - 308
This study aims to understand the effect of expectancy for character growth (learning, novelty, escapism, enjoyment, social value, audio-visual value, and value for money) on online games towards online gamer loyalty. This quantitative research uses a pu...
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Diogo Santos, Elsa Cardoso and Isabel Machado Alexandre
Online commerce has been growing rapidly in an increasingly digital world, and gamification, the practice of designing games in a context outside the industry itself, can be an effective strategy to stimulate consumer engagement and conversion rate. This...
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Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag
Currently, academia is grappling with a significant problem?a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can b...
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Aikaterini Georgiadou and Stelios Xinogalos
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational...
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Fei Xu and Honglei Wang
As market competition becomes increasingly fierce, it becomes more and more important for members of the supply chain to maximize market sales and improve the economic benefits of all parties through altruistic cooperation. Considering the complex relati...
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Francisco Serrano, Franco D. Berdun, Marcelo G. Armentano
Pág. 82 - 94
The analysis of group dynamics is extremely useful for understanding and predicting the performance of teamwork?s, since in this context, collaboration problems can naturally arise. Artificial intelligence, and specially machine learning techniques, enab...
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Jennifer Golbeck and Carman Neustaedter
Outdoor leisure activities are important for public health as well as family cohesiveness, yet environmental factors may easily affect someone?s ability to participate in such activities. We explored this with a focus on the social web-based treasure hun...
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