A Case Study on Zepeto and Roblox Business Model
Yun-Jung Hwang, Joohee Han
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PENGARUH AVATAR TERHADAP SELF-ESTEEM MAHASISWA PEMAIN ROBLOX
Roblox is one of the most popular online games among university students because it allows players to create avatars that represent their virtual identities.
Rafida Falasyifa Chasan Saputri Falasyifa +2 more
core +1 more source
Комп’ютерна 3-D гра “PLS DONATE X” на онлайн-платформі Roblox
Онлайн-ігрові платформи набули великої популярності в останні роки, забезпечуючи доступ до безлічі ігор різного жанру та стилю. Однією з найпопулярніших серед них є платформа Roblox, яка дозволяє користувачам створювати та розгортати власні ігри.
Колісник, Максим Володимирович
core +2 more sources
Pioneering the Metaverse: The Role of the Metaverse in an Aging Population. [PDF]
Shu S, Woo BKP.
europepmc +1 more source
PENGARUH GAME ONLINE ROBLOX TERHADAP PERILAKU SERTA PRESTASI BELAJAR SISWA KELAS 5 MI NURUL JADID GRESIK [PDF]
ABSTRAK Ni’mah, Robithotun. 2026. “Pengaruh Game Online Roblox Terhadap Perilaku Serta Prestasi Belajar Siswa Kelas 5 MI Nurul Jadid Gresik”. Skripsi. Program Studi Pendidikan Guru Madrasah Ibtidaiyah. Fakultas Tarbiyah Dan Ilmu Keguruan.
DIANA LUTFIANA ULFA, 199201282020122015 +1 more
core
Smartphone Use on School Nights in the Adolescent Brain Cognitive Development Study. [PDF]
Nagata JM +5 more
europepmc +1 more source
"Play as a Nazi prison guard": childhood and adolescent exposure to online extremist materials in online gaming environments. [PDF]
Hutchinson J +7 more
europepmc +1 more source
FENOMENA ROBLOX SEBAGAI RUANG EKSPRESI DIGITAL GENERASI Z Studi Fenomenologi tentang Budaya Partisipatif dan Interaksi Sosial Pengguna Roblox Generasi Z Kota Bandung [PDF]
Perkembangan teknologi digital telah mengubah cara Generasi Z berkomunikasi di dunia online. Salah satu platform yang menggambarkan fenomena itu adalah Roblox, yang berperan sebagai media hiburan sekaligus sebagai ruang sosial digital.
Hendrawan, Rangga Mahesa
core
In tackling chronophobia, which Svetlana Boym (2001) defines as the anxiety of deciding how to use our time meaningfully as it depletes, video games become purposeful spaces where we can revisit the things we have lost, or what we anticipate will be ...
Richy Srirachanikorn
doaj
Educational applications of metaverse: possibilities and limitations. [PDF]
Kye B, Han N, Kim E, Park Y, Jo S.
europepmc +1 more source

