近5年高被引文献
Virtual reality consumer experience escapes: preparing for the metaverse
article
Full Text
OpenAlex
221
FWCI27.957
Identifying World Types to Deliver Gameful Experiences for Sustainable Learning in the Metaverse
article
Full Text
OpenAlex
217
FWCI63.72
What Drives Gift-giving Intention in Live Streaming? The Perspectives of Emotional Attachment and Flow Experience
article
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OpenAlex
172
FWCI44.999
Gamification as Online Teaching Strategy During COVID-19: A Mini-Review
review
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OpenAlex
166
FWCI8.247
What motivates users' viewing and purchasing behavior motivations in live streaming: A stream-streamer-viewer perspective
article
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OpenAlex
124
FWCI30.148
A Within-Person Examination of Correlates of Performance and Emotions While Working
book-chapter
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OpenAlex
115
FWCI21.565
Serious Games and Gamification in Healthcare: A Meta-Review
article
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OpenAlex
114
FWCI64.748
‘Go with the flow’ for gamification and sustainability marketing
article
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OpenAlex
113
FWCI24.061
Historical Lines and an Overview of Current Research on Flow
book-chapter
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OpenAlex
101
FWCI32.031
Effects of Short Video Addiction on the Motivation and Well-Being of Chinese Vocational College Students
article
Full Text
OpenAlex
91
FWCI26.428