نتایج جستجو برای: enjoyment
تعداد نتایج: 5034 فیلتر نتایج به سال:
The wide diffusion of Instant Messaging (IM) in a voluntary social context calls for studies to examine the value of computer-mediated communication technologies in developing interpersonal relationships. By integrating three interpersonal factors into a model of motivation from the technology acceptance literature, we develop and test a research model to explain an individual’s continuous use ...
Closed captioning dramatically improves deaf people's enjoyment of television shows, and appears to augment the auditory signal for people with some degree of hearing impairment. However, reports from people with mild to severe hearing loss suggest that when there is a delay between the audio track and the caption, perceivers are confused unless they turn down the volume. These effects have not...
Why do we enjoy listening to music that makes us sad? This question has puzzled music psychologists for decades, but the paradox of "pleasurable sadness" remains to be solved. Recent findings from a study investigating the enjoyment of sad films suggest that the positive relationship between felt sadness and enjoyment might be explained by feelings of being moved (Hanich et al., 2014). The aim ...
was associated with a 28% lower risk of death even after these factors, as well as depression and health behaviors, had been taken into account. Other factors may be responsible for the remaining association between enjoyment and survival. It may be caused by unmeasured confounding factors such as other pre-existing illnesses. Only 3 health behaviors were assessed, and other aspects such as die...
How perceived realism in a video game contributes to game enjoyment and engagement is a theoretically important and practically significant question. The conceptualization and operationalization of perceived realism in previous video game studies vary greatly, particularly regarding the dimensions of perceived graphic realism and perceived external realism. The authors argue that it is importan...
In the past decade, virtual worlds have demonstrated the potential to be the next generation of interface for entertainment, interaction, content, and e-commerce. As a major type of virtual worlds, online games become a huge business and engage millions of players around the world. However, e-commerce researchers have so far paid insufficient attention to why players enjoy using virtual game wo...
PURPOSE The general purpose of the present study was to examine the link between cohesion and motivational climate in youth sport. The first specific objective was to determine if relationships demonstrated in previous research with adult basketball and handball participants would be replicated in a younger sample and with a more heterogeneous set of sports. The second specific objective was to...
Gertrude Stein and, consequently, Adam Frank’s Radio Free project underscore the potentiality of enjoyment as a mode analysis and knowledge. This paper considers complex nature – regarding it generative form struggle, appreciation in Stein’s words, ‘making fuss’ positions radical challenge to current data-driven flattening aesthetic judgment ‘like’ or ‘dislike’. The also functions case study fo...
Tangible interfaces and mixed-reality environments have potential to bring together the advantages of physical and virtual environments to improve children's learning and enjoyment. However, there are too few controlled experiments that investigate whether interacting with physical objects in the real world accompanied by interactive feedback may actually improve student learning compared to fl...
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