Results 81 to 90 of about 359 (167)

Hispanoamérica en el metaverso de Roblox

open access: yesStreet Art & Urban Creativity
El estudio examina cómo los territorios latinoamericanos utilizan el metaverso, especialmente Roblox, para incrementar su visibilidad y atraer a la Generación Alfa. Analiza las estrategias de marketing virtual empleadas, diferenciando entre experiencias metaversales inmersivas y semiinmersivas, y entre entornos virtuales centralizados y ...
openaire   +1 more source

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

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  

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

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

Exploring the Darkverse: A Multi-Perspective Analysis of the Negative Societal Impacts of the Metaverse. [PDF]

open access: yesInf Syst Front, 2023
Dwivedi YK   +36 more
europepmc   +1 more source

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