Patterns of Gaming Preferences and Serious Game Effectiveness
暂无分享,去创建一个
[1] Detmar W. Straub,et al. Gender Differences in the Perception and Use of E-Mail: An Extension to the Technology Acceptance Model , 1997, MIS Q..
[2] Fred D. Davis,et al. User Acceptance of Computer Technology: A Comparison of Two Theoretical Models , 1989 .
[3] Heshan Sun,et al. The role of moderating factors in user technology acceptance , 2006, Int. J. Hum. Comput. Stud..
[4] Christoph Klimmt,et al. Gender and Computer Games: Exploring Females' Dislikes , 2006, J. Comput. Mediat. Commun..
[5] Selen Turkay,et al. Free to be me: a survey study on customization with World of Warcraft and City Of Heroes/Villains players , 2010 .
[6] P. Kommers,et al. Gender differences and styles in the use of digital games , 2005 .
[7] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[8] Mun Y. Yi,et al. Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model , 2003, Int. J. Hum. Comput. Stud..
[9] S. Spencer,et al. Stereotype Threat and Women's Math Performance , 1999 .
[10] A. Pollard,et al. American, Educational Research Association Annual Meeting , 2000 .
[11] Catherine Good,et al. When White Men Can't Do Math: Necessary and Sufficient Factors in Stereotype Threat , 1999 .
[12] John L. Sherry. Flow and Media Enjoyment , 2004 .
[13] C. Steele,et al. Stereotype threat and the intellectual test performance of African Americans. , 1995, Journal of personality and social psychology.