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Chris Hovey – ProQuest LLC, 2024
This dissertation examines the affective qualities of non-player character motion in a Virtual Reality (VR) cognitive training game, their impact on players' core affective experiences, game performance, and cognitive training outcomes. How do the movements of game characters in a VR environment affect players' experienced emotions, gameplay…
Descriptors: Computer Simulation, Educational Technology, Computer Uses in Education, Computer Games
Mark, Christine Libby – ProQuest LLC, 2014
"Second Life," a 3D online immersive virtual environment, emerged in 2003 and was predicted to become the predominant online course delivery platform by 2013. Educational institutions initially rushed to create a presence in the "Second Life;" however, after 2009 those same institutions were disappointed by their experiences…
Descriptors: Computer Simulation, Social Systems, Internet, Simulated Environment
Liao, Christine Ling-Yin – ProQuest LLC, 2011
An avatar is a representation of an identity in an online virtual world. Most virtual environments provide options for avatar customization. This means that a person can either create an avatar from an existing selection of body parts and apparel or design an even more personalized image. Second Life, the investigative site for this study, is a…
Descriptors: Self Concept, Art Education, Creativity, Internet
King, Elizabeth M. – ProQuest LLC, 2011
While research indicates that an increasing number of males are experiencing a sense of disaffiliation with traditional education (Kleinfeld, 2006; Steinkuehler & King, 2009), nearly all teenage boys and young adult men (approximately 99%) regularly engage in playing video games of some sort (Roberts, Foehr & Rideout (2008). This is an interesting…
Descriptors: Discourse Communities, Workplace Learning, Job Skills, Career Exploration