So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game.
Jih-Hsuan Tammy LinDai-Yun WuChen-Chao TaoPublished in: New Media Soc. (2018)
Keyphrases
- virtual reality
- virtual world
- virtual environment
- computer games
- video games
- serious games
- virtual space
- augmented reality
- image recognition
- photorealistic
- three dimensional
- computer graphics
- multi user
- virtual training
- game play
- computer animation
- interactive virtual
- game design
- virtual reality technology
- machine learning
- virtual humans
- collaborative virtual environments
- tangible user interface
- mixed reality
- learning outcomes
- pattern recognition
- digital museum
- multi sensory