Showing 1 - 10 of 6,511
Persistent link: https://www.econbiz.de/10012631601
"Opening and Closing Virtual Reality" The Effects of Openness on Interpretation of and Attitude towards Virtual Reality Advertisements -- AR In-Store Solutions for Different Fashion Retail Environments: Retailers’ Perspectives -- How Cognitive Flexibility Affects Sense of Power in a Coffee...
Persistent link: https://www.econbiz.de/10013545724
Persistent link: https://www.econbiz.de/10014290859
Using the PISA surveys (2000-2012), this paper explores the relationship between math test scores and everyday computer gaming by gender and for high income and middle income countries. We use two identification strategies in the spirit of an ideal experiment that would reduce computer gaming...
Persistent link: https://www.econbiz.de/10011595214
Persistent link: https://www.econbiz.de/10013201840
Persistent link: https://www.econbiz.de/10012127180
This study collected literature on augmented reality (AR) from academic and patent databases to plot the historic development trajectory of AR and forecast its future research and development trends. A total of 3193 and 13,629 papers were collected from academic and patent databases,...
Persistent link: https://www.econbiz.de/10012493104
Persistent link: https://www.econbiz.de/10009792051
Persistent link: https://www.econbiz.de/10010408339
Game character, or avatar, acts as the nexus of virtual assets that the player collects and produces while exploring online game worlds. What is the value of this virtual identity in the online game community? Furthermore, what are the components of play that provide added-value to the players?...
Persistent link: https://www.econbiz.de/10011893927