近5年高被引文献
Virtual reality consumer experience escapes: preparing for the metaverse
article
Full Text
OpenAlex
244
FWCI27.878
Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse
article
Full Text
OpenAlex
239
FWCI63.152
What Drives Gift-giving Intention in Live Streaming? The Perspectives of Emotional Attachment and Flow Experience
article
Full Text
OpenAlex
182
FWCI45.071
Gamification as Online Teaching Strategy During COVID-19: A Mini-Review
review
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OpenAlex
173
FWCI8.3
What motivates users' viewing and purchasing behavior motivations in live streaming: A stream-streamer-viewer perspective
article
Full Text
OpenAlex
152
FWCI33.188
Serious Games and Gamification in Healthcare: A Meta-Review
article
Full Text
OpenAlex
143
FWCI69.091
‘Go with the flow’ for gamification and sustainability marketing
article
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OpenAlex
118
FWCI24.33
A Within-Person Examination of Correlates of Performance and Emotions While Working
book-chapter
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OpenAlex
115
FWCI21.576
Historical Lines and an Overview of Current Research on Flow
book-chapter
Full Text
OpenAlex
105
FWCI32.014
Effects of Short Video Addiction on the Motivation and Well-Being of Chinese Vocational College Students
article
Full Text
OpenAlex
101
FWCI26.759