Future Internet,
Год журнала:
2024,
Номер
16(12), С. 440 - 440
Опубликована: Ноя. 25, 2024
Serious
games
play
a
significant
role
in
the
teaching
and
learning
process
by
focusing
on
educational
objectives
rather
than
purely
entertainment.
By
addressing
specific
needs,
these
provide
targeted
experiences.
The
integration
of
emotion
recognition
technology
into
serious
can
further
enhance
identifying
areas
where
students
may
need
additional
support,
game
facilitates
mathematics
allowing
identification
emotional
impact
creation
tailored
experience
for
student.
This
study
proposes
challenge-based
task-based
math
that
integrates
facial
named
TasksZE.
TasksZE
introduces
novel
approach
adjusting
gameplay
based
detected
emotions,
which
includes
real-time
analysis
cross-validation
emotions.
We
conducted
usability
evaluation
using
System
Usability
Scale
(SUS)
as
reference,
results
indicate
feel
is
easy
to
use,
functions
are
well
integrated,
most
people
learn
use
it
very
quickly.
answered
they
would
this
system
frequently
since
felt
motivated
attributes,
rewards,
level
progression.
These
elements
contributed
more
engaging
effective
experience.
Interactive Technology and Smart Education,
Год журнала:
2025,
Номер
unknown
Опубликована: Апрель 10, 2025
Purpose
This
study
aims
to
develop
a
theoretical
framework
explain
the
underlying
mechanisms
through
which
gamification
affordances
reduce
academic
burnout
in
online
learning,
with
particular
focus
on
mediating
role
of
positive
psychological
capital
(PsyCap)
and
moderating
cognitive
load.
As
learning
becomes
increasingly
severe,
understanding
how
enhance
learners’
PsyCap
alleviate
is
essential
for
improving
both
foundation
practical
applications
education.
Design/methodology/approach
Grounded
theory,
theory
“Affordances–Psychological–Behavioral
Outcomes”
framework,
this
research
proposes
new
model
that
categorizes
into
objective
(game
elements,
mechanics
dynamics)
subjective
(psychological
experiences
perceptions).
A
quantitative
method
was
used,
using
survey
data
from
learners.
Structural
equation
modeling
SPSS
were
used
statistical
analysis
test
proposed
hypotheses.
Findings
The
results
indicate
directly
PsyCap.
Moreover,
plays
role,
meaning
mitigate
indirectly
In
addition,
load
serves
as
moderator,
influencing
extent
affect
under
different
conditions.
Originality/value
research,
perspective
PsyCap,
introduces
conceptual
develops
novel
linking
affordances,
burnout.
By
extending
applicability
refining
conceptualization
provides
insights
guidance
optimizing
reducing
Journal of theoretical and applied electronic commerce research,
Год журнала:
2025,
Номер
20(2), С. 84 - 84
Опубликована: Апрель 25, 2025
Despite
the
ubiquitous
application
of
gamification
in
livestreaming
commerce,
mechanisms
driving
its
impact
on
consumer
participation
remain
underexplored.
To
address
this
research
gap,
study
integrated
two
theoretical
frameworks:
“Gamification
Affordances–Psychological
Outcomes–Behavioral
Outcomes”
framework
and
Uses
Gratifications
Theory.
We
investigated
how
affordances
(achievement
visualization,
rewards,
interaction,
competition)
relate
to
fulfillment
consumers’
diverse
psychological
needs
(cognitive,
affective,
social,
personal
integrative,
social
integrative).
Furthermore,
we
examined
whether
meeting
these
influences
intentions
continue
watching
purchase.
surveyed
354
commerce
consumers
employed
structural
equation
modeling
analyze
data.
The
findings
revealed
that
can
motivate
continuous
purchasing
behavior
by
satisfying
their
different
needs.
conclude
discussing
managerial
implications
our
findings.
VISUAL REVIEW International Visual Culture Review / Revista Internacional de Cultura Visual,
Год журнала:
2024,
Номер
16(5), С. 271 - 278
Опубликована: Июль 29, 2024
Este
estudio
ofrece
una
caracterización
cuantitativa
de
la
evolución
discursiva
en
Inteligencia
Artificial
(IA)
a
través
plataformas
streaming(Youtube),
integrando
minería
texto
y
análisis
redes
sociales
complejas.
Mediante
un
corpus
extenso
obtenido
líderes,
se
implementaron
algoritmos
procesamiento
lenguaje
natural
para
analizar
el
contenido
textual,
identificando
patrones,
temáticas
emergentes
cambios
los
discursos
sobre
IA.
Paralelamente,
realizó
examinar
las
estructuras
interacción
influencia
distintos
actores
divulgación
información.
Los
resultados
revelan
tendencias
significativas
presentación
percepción
IA,
destacando
temas
específicos,
diferencias
entre
diversos
grupos,
factores
como
avances
tecnológicos
eventos
globales.