Personal Innovativeness and Perceived Usefulness: Key Drivers of Satisfaction and Continuance Intention in the Roblox Metaverse DOI Open Access

Adi Tri,

Paldi Sinambela,

Viany Utami Tjhin

и другие.

Journal of System and Management Sciences, Год журнала: 2024, Номер unknown

Опубликована: Июнь 12, 2024

This study analyzed factors influencing user satisfaction and continuance intention of the Roblox metaverse game in Indonesia.A questionnaire was distributed to players, 123 responses were using structural equation modelling.The results showed that personal innovativeness, perceived usefulness, ease use significantly influenced satisfaction.Additionally, innovativeness usefulness affected intention.However, enjoyment did not impact or intention.The findings provide valuable insights for developers technologists on drivers engagement with games.Focusing efforts enabling innovative gameplay, increasing improving can enhance sustained gameplay intention.

Язык: Английский

The neurosociological paradigm of the metaverse DOI Creative Commons
Olga Maslova, Natalia Shusharina, V. F. Pyatin

и другие.

Frontiers in Psychology, Год журнала: 2025, Номер 15

Опубликована: Янв. 7, 2025

Metaverse integrates people into the virtual world, and challenges depend on advances in human, technological, procedural dimensions. Until now, solutions to these have not involved extensive neurosociological research. The study explores pioneering paradigm metaverse, emphasizing its potential revolutionize our understanding of social interactions through advanced methodologies such as hyperscanning interbrain synchrony. This convergence presents unprecedented opportunities for neurotypical neurodivergent individuals due technology personalization. Traditional face-to-face, coupling, metaverse are empirically substantiated. Biomarkers interaction feedback between brain networks is presented. innovative contribution findings broader literature neurosociology article also discusses ethical aspects integrating metaverse.

Язык: Английский

Процитировано

2

Students Perception of Roblox and Language Barrier in ESL DOI Creative Commons

Rachmad Dermawan Wicaksono,

Khoirul Anwar, Candra Hadi Asmara

и другие.

Опубликована: Янв. 15, 2025

This study explores students' perceptions of Roblox to English as a Second Language (ESL). provides dynamic platform where players learn through chat interactions, game instructions, and teamwork, fostering global connections that make language practice cultural exchange easier. A mixed-method approach was employed, combining questionnaires interviews. Questionnaire data were analyzed for validity reliability, while interview examined using inductive, deductive, comparative analysis techniques. Findings reveal student’s perceive positively regarding its impact on competence. Participants reported vocabulary improvement exposure new words phrases during gameplay. However, challenges persist, particularly in grammar, limited proficiency often hinders the clarity precision communication. Student’s highlighted importance grammar ensuring listeners effectively convey understand messages. underscores potential online gaming platforms like innovative tools ESL learning, also identifying areas address barriers more comprehensively.

Язык: Английский

Процитировано

0

Optimizing Gamification Adoption in Higher Education DOI Creative Commons
Khaled Alhasan, Khawla Alhasan,

Samaa Alhashimi

и другие.

International Journal of Game-Based Learning, Год журнала: 2025, Номер 15(1), С. 1 - 24

Опубликована: Март 27, 2025

This qualitative case study aims to enhance the acceptance and adoption of gamification in higher education, focusing on American University Bahrain (AUBH) as a unique context. Grounded Unified Theory Acceptance Use Technology (UTAUT), this research investigates integration AUBH its influencing factors. The employs purposeful sample twelve top management influential faculty members participants, utilizes semi-structured interviews collect data. Thematic analysis interview data is conducted, UTAUT constructs. findings are expected contribute deeper understanding Bahrain's shedding light performance expectancy, effort social influence, facilitating conditions. Ultimately, intends inform educational policymakers practitioners, enriching literature innovation technology within similar contexts.

Язык: Английский

Процитировано

0

JOGOS DIGITAIS E INCLUSÃO ESCOLAR DE ESTUDANTES COM DEFICIÊNCIA INTELECTUAL: UMA REVISÃO DE LITERATURA (2015 A 2023) DOI

Sildenice Melo de Lima,

Lílian de Sousa Sena, Ilka Márcia Ribeiro de Souza Serra

и другие.

Revista Contemporânea, Год журнала: 2024, Номер 4(4), С. e3950 - e3950

Опубликована: Апрель 30, 2024

Este trabalho apresenta uma revisão sistemática da literatura sobre as produções acadêmicas em nível de artigo científico, mestrado e doutorado disponíveis online diferentes bancos dados o uso jogos digitais na inclusão educacional estudantes com deficiência intelectual e, mais especificamente, do jogo Roblox a mesma finalidade. Tem como objetivo geral compreender impacto dos promoção desenvolvimento cognitivo, social emocional intelectual. Os também podem ser adaptados para atender às necessidades específicas permite que os participem maneira significativa promove um ambiente inclusivo. Na literatura, foram analisados qualitativamente 24 pesquisas, compreendidas entre anos 2015 2023. resultados mostram recursos tecnológicos, elementos gamificação contribuem habilidades fonológicas, decodificação, leitura palavras, socialização, aprendizagem, bem outras alunos

Процитировано

0

Aprendendo inglês no metaverso com Roblox DOI

Felipe Ortiz Bueno,

Marcelo José da Silva

Cuadernos de Educación y Desarrollo, Год журнала: 2024, Номер 16(10), С. e5724 - e5724

Опубликована: Окт. 1, 2024

O surgimento de modos interação ancorados no uso das tecnologias digitais informação e comunicação (TDIC) tem permitido o desenvolvimento formas inéditas ensinar aprender, incluindo do metaverso (Hang, Liu Gao,2023). Educadores têm explorado a popularidade mundos virtuais (Brown, Vaughn, 2011; Lewis, 2018) como Roblox com objetivo auxiliar os alunos aprimorar suas habilidades em inglês. Buscamos, portanto, investigar um ambiente virtual pode ser eficaz na aprendizagem da língua inglesa, proporcionando uma experiência imersiva inovadora para aprendizes. Para tanto, por meio pesquisa qualitativa cunho bibliográfico exploratório, inicialmente, efetuamos busca portal CAPES Google Acadêmico coletar trabalhos que abordassem termos Roblox. A partir dos localizados verificamos aqueles relacionados ao ensino e/ou inglês fim construir referencial teórico. Na sequência, passamos explorar plataforma analisando características potencialidade imersivo línguas, e, fim, analisamos eficácia utilização jogo disponível comunicativas participantes inglesa. inglês, as incursões metaverso, realizadas nesse estudo, revelaram possibilitam interativo, conectado vida real. Ao utilizar Livetopia estudantes fazem simulações contexto real, proporcionado aprendizado significado menos abstrato.

Процитировано

0

The Impact of Social Engineering Attacks on the Metaverse Platform DOI

Alameen Jafar,

Abel Yeboah-Ofori,

Toluwaloju Abisogun

и другие.

Опубликована: Авг. 19, 2024

Язык: Английский

Процитировано

0

Study on the Development of a Prototype for an AI-Powered Learning Support Avatar in the Metaverse Environment DOI Open Access
Hyeran Lee, Sohee Kim

The Journal of Korean Association of Computer Education, Год журнала: 2024, Номер 27(6), С. 37 - 47

Опубликована: Сен. 30, 2024

Язык: Английский

Процитировано

0

Personal Innovativeness and Perceived Usefulness: Key Drivers of Satisfaction and Continuance Intention in the Roblox Metaverse DOI Open Access

Adi Tri,

Paldi Sinambela,

Viany Utami Tjhin

и другие.

Journal of System and Management Sciences, Год журнала: 2024, Номер unknown

Опубликована: Июнь 12, 2024

This study analyzed factors influencing user satisfaction and continuance intention of the Roblox metaverse game in Indonesia.A questionnaire was distributed to players, 123 responses were using structural equation modelling.The results showed that personal innovativeness, perceived usefulness, ease use significantly influenced satisfaction.Additionally, innovativeness usefulness affected intention.However, enjoyment did not impact or intention.The findings provide valuable insights for developers technologists on drivers engagement with games.Focusing efforts enabling innovative gameplay, increasing improving can enhance sustained gameplay intention.

Язык: Английский

Процитировано

0