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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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Angélica Monteiro, Cláudia Sousa and Rita Barros
The conditions for safe Internet access and the development of skills enabling full participation in online environments are recognized in the Council of Europe?s strategy for child rights, from 2022. The guarantee of this right has implications for expe...
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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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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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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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Tymoteusz Horbinski and Krzysztof Zagata
In this article researchers examined the differences that may characterise selected groups of gamers with regard to age and time spent on playing a survival game, Valheim, confronted with their interpretation of map symbols used in the game. The Valheim ...
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Luis Omar Alpala, Darío J. Quiroga-Parra, Juan Carlos Torres and Diego H. Peluffo-Ordóñez
Virtual reality (VR) has been brought closer to the general public over the past decade as it has become increasingly available for desktop and mobile platforms. As a result, consumer-grade VR may redefine how people learn by creating an engaging ?hands-...
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Xinlu Li, Yuanyuan Lei and Shengwei Ji
Sentiment analysis of online Chinese buzzwords (OCBs) is important for healthy development of platforms, such as games and social networking, which can avoid transmission of negative emotions through prediction of users? sentiment tendencies. Buzzwords h...
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Hanif Mahendra Caniago, abdul Yusuf
Pág. 924 - 948
This study aims to find out, analyze and explain tourist behavior factors, tourist motivation factors, accessibility factors, lifestyle factors, and attraction factors that influence tourist behavior during the covid 19 pandemic, and to find out, analyze...
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Vladislav Zhdanov and Artem Simonov
Purpose: This article analyzes the influence of familiarity bias on respondents? decision-making process, using results from online experiments. Design/methodology/approach: A total of 255 research participants from post-Soviet countries completed 510 on...
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