Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse
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- Eppmann, René & Bekk, Magdalena & Klein, Kristina, 2018. "Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]," Journal of Interactive Marketing, Elsevier, vol. 43(C), pages 98-115.
- Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
- Sungjin Park & Kyoungsoon Min & Sangkyun Kim, 2021. "Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences," Sustainability, MDPI, vol. 13(16), pages 1-10, August.
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- Inho Hwang & Hoshik Shim & Woo Jin Lee, 2022. "Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence?," Sustainability, MDPI, vol. 14(14), pages 1-20, July.
- Jinlu Shen & Xiangyu Zhou & Wei Wu & Liang Wang & Zhenying Chen, 2023. "Worldwide Overview and Country Differences in Metaverse Research: A Bibliometric Analysis," Sustainability, MDPI, vol. 15(4), pages 1-25, February.
- Yang, Liang, 2024. "Metaverse Identity: Core Principles and Critical Challenges," 24th ITS Biennial Conference, Seoul 2024. New bottles for new wine: digital transformation demands new policies and strategies 302504, International Telecommunications Society (ITS).
- Said Salloum & Amina Al Marzouqi & Khaled Younis Alderbashi & Fanar Shwedeh & Ahmad Aburayya & Mohammed Rasol Al Saidat & Rana Saeed Al-Maroof, 2023. "Sustainability Model for the Continuous Intention to Use Metaverse Technology in Higher Education: A Case Study from Oman," Sustainability, MDPI, vol. 15(6), pages 1-19, March.
- Sungjin Park & Sangkyun Kim, 2023. "The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification," Sustainability, MDPI, vol. 15(8), pages 1-14, April.
- Sungjin Park & Sangkyun Kim, 2022. "Learning Performance Styles in Gamified College Classes Using Data Clustering," Sustainability, MDPI, vol. 14(23), pages 1-13, November.
- Jussi S. Jauhiainen & Claudia Krohn & Johanna Junnila, 2022. "Metaverse and Sustainability: Systematic Review of Scientific Publications until 2022 and Beyond," Sustainability, MDPI, vol. 15(1), pages 1-20, December.
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Keywords
gamification; gameful experience; metaverse; generation Z; sustainable learning;All these keywords.
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