Higher Immersive Tendency in Male University Students with Excessive Online Gaming.
Dooyoung JungEun Young KimSeong Hoon JeongBong-Jin HahmPublished in: MindCare (2015)
Keyphrases
- university students
- online gaming
- gender differences
- learning outcomes
- mobile learning
- learning experience
- virtual reality
- virtual environment
- virtual world
- learning environment
- online game
- statistically significant
- questionnaire survey
- information systems
- social network analysis
- perceived usefulness
- hong kong
- learning styles
- e learning