Results 111 to 120 of about 1,118 (202)

A Case Study on Zepeto and Roblox Business Model

open access: yesJournal of Digital Art Engineering and Multimedia, 2022
Yun-Jung Hwang, Joohee Han
openaire   +1 more source

PENGARUH AVATAR TERHADAP SELF-ESTEEM MAHASISWA PEMAIN ROBLOX

open access: yes
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

open access: yes
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

PENGARUH GAME ONLINE ROBLOX TERHADAP PERILAKU SERTA PRESTASI BELAJAR SISWA KELAS 5 MI NURUL JADID GRESIK [PDF]

open access: yes
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]

open access: yesJAMA Pediatr
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]

open access: yesFront Psychol
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]

open access: yes
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  

Lost Again

open access: yesPress Start
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]

open access: yesJ Educ Eval Health Prof, 2021
Kye B, Han N, Kim E, Park Y, Jo S.
europepmc   +1 more source

Home - About - Disclaimer - Privacy