Results 61 to 70 of about 1,118 (202)
Abstract Research Summary This paper examines how heterogeneous YouTube content creators‐specifically, single‐homing and multihoming channels‐respond to a sudden increase in the exposure of the rival platform, Twitch. Contrary to expectations, I find that multihoming channels reduce their content creation efforts and underperform relative to single ...
Niloofar Abolfathi
wiley +1 more source
This study investigates the construction of meanings of power and protest through multimodal semiotic resources within the “Free Palestine” protest simulation on the Roblox video game platform.
Putri Rizki Syafrayani +2 more
doaj +1 more source
ABSTRACT As young children's digital media use increases, more research on parents' decisions, such as preferred digital content and mediation strategies, is necessary, particularly with underrepresented populations. The present study analyzed survey data on Arab parents' decisions regarding digital media use of their children under 3 years in the ...
Charles Raffaele +5 more
wiley +1 more source
Pelikehitys ja –ohjelmointi Roblox Studiossa [PDF]
Tämän opinnäytetyön tavoitteena oli tutkia Roblox Studio pelinkehitysalustan soveltuvuutta aloittelijoille sekä arvioida sen käyttäjäystävällisyyttä pelinkehityksen ja ohjelmoinnin näkökulmasta.
Väisänen, Kalle
core
This study explores how Spanish university Generation Z students interpret phygital branding in video games and how these dynamics shape digital identity and symbolic consumption through avatars.
Gema Bonales Daimiel +3 more
doaj +1 more source
Modelling Higher‐Education Students’ Intention to Use Educational Metaverse in Ghana
The educational metaverse refers to immersive, virtual learning environments that integrate technologies such as virtual reality, augmented reality and interactive digital spaces to enhance teaching and learning experiences. Despite its growing global relevance, empirical evidence on the factors influencing higher education students’ intention to adopt
Bernard Yaw Sekyi Acquah +7 more
wiley +1 more source
This study examines patterns of children's interaction in Roblox gameplay, focusing on friendship formation, the use of digital symbols, and the social implications of gameplay. Using a qualitative netnographic approach, data were collected through observation and chat documentation of two popular maps: Brookhaven RP and the Mountain Climbing map ...
Darmayunita, Nadia +2 more
openaire +2 more sources
Collaborative Problem Solving and Literacy Practices
Online video gaming has developed from a hobby to a ubiquitous, social and leisure phenomenon. Roblox, a free-to-play, online sandbox platform has thrived in this time, with a substantial global userbase, where the majority of Roblox users are under 16 ...
Sabria Salama Jawhar +3 more
doaj +1 more source
Analysis on the Young Age of Roblox Platform Audience Targeting
The rapid development and construction of metaverse games have gradually blurred the virtual world and the real world, and it is found that its impact on young people is particularly significant through literature research and data surveys. This article takes the phenomenon of the young age as the background and, based on data analysis, takes the ...
openaire +1 more source
Virtual Socialization Through Online Game: Social Interaction in Roblox [PDF]
Online games, especially on the Roblox platform, have become an increasingly significant digital interaction environment. This study aims to explore social interactions in the context of online gaming, with a particular focus on the Roblox platform ...
Putri, Najwa Naela; UIN Siber Syekh Nurjati Cirebon +3 more
core +2 more sources

