Enrico Gandolfi
Datos Biográficos
| ID | 660213 |
|---|---|
| NOMBRE | Enrico Gandolfi |
| NOMBRES | Enrico |
| APELLIDO | Gandolfi |
| FIRMA | GANDOLFI E |
| AFILIACIONES | Kent State University |
| ORCID | 0000-0002-8918-1033 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 24 |
| TOTAL DE CITAS | 11 |
| TOTAL COMO AUTOR | 24 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2015 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 2 |
Measuring presence in virtual world teacher education
Extended reality technologies are increasingly used in teacher education. For instance, innovations like 360 videos and virtual reality have been shown to be effective in improving future educators’ noticing, self-efficacy, and sense of presence, particularly in simulations of real classrooms. However, little is known about how presence is experienced in immersive recordings of educational gaming environments (i.e., Minecraft or Roblox ). This st…
Problematic Gaming Beyond Video Games—Exploring the Internet Gaming Disorder Scale-Short Form With “Analog” Players and the Mediating Role of Gamer Identification
Video gaming is a widespread practice among young adults, and it is becoming increasingly social. Analog games are affected by this trend as well; social platforms like Reddit host many communities about these playing practices. However, while the impact of online digital gaming on players’ mental health is well explored, this relationship has been overlooked in the context of analog play. This article addresses this gap by validating through a R…
Procedural Rhetorics Meet Platform Affordances
This article investigates the rhetorical dynamics emerging within Reddit communities, focusing on discussions surrounding the video game franchise The Last of Us . Building on the concept of procedural rhetoric, the paper suggests framing the collective articulation of meaning that emerges from the interaction between digital affordances—such as upvoting, moderation, and subreddit structures—and community practices in terms of “community rhetoric…
Exploring the relationship between motivation and augmented reality presence using the augmented reality presence scale (ARPS)
Augmented Reality (AR) is increasingly being adopted in education to foster engagement and interest in a variety of subjects and content areas. However, there is a scarcity of instruments to measure the instructional impact of this innovation. This article addresses this gap in two unique ways. First, it presents validation results of the Augmented Reality Presence Scale (ARPS), which was created to evaluate presence in augmented learning environ…
Problematic Gaming at a Crossroad
It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 …
Evaluating how extended reality delivery device and preservice teacher major impact presence in immersive learning environments
Teacher education has begun to embrace the use of 360 videos to improve preservice teachers' (PSTs) engagement and immersion. While recent research on such use is promising overall, there are specific questions that have been left unanswered about the construct of presence in 360 videos. More specifically, research has yet to fully explore how video delivery devices and PST characteristics may impact presence. The purpose of this study was to res…
Interactive within Structures
As esports aims to be an equal playing field for all, it is important to understand how and why Caucasians and minorities play and watch esports. This study represents one of the first empirical efforts to examine the role of ethnicity in esports uses and effects by conducting an online survey with 526 esports consumers in the United States. Using existing scales, this study measured dependent variables, such as esports gameplay, viewing, sense o…
Exploring the relationships between teacher noticing, ambisonic audio, and variance in focus when viewing 360 video
An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder
Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder …
Sharing dark sides on game service platforms
Toxicity continues to have a strong presence in online environments. This is particularly true for digital entertainment like online games. Toxicity is an important topic as it impacts game development, consumption, popularity, public perception, and player health and well-being. Most of the existing literature on toxicity in gaming is descriptive and exploratory; it often sets out to map milestones and inherent drivers of toxicity. In this artic…
Using 360-degree video to explore teachers' professional noticing
Playing is just the beginning
Streaming code across audiences and performers
Live streaming platforms like Twitch.tv count millions of viewers and performers, pointing to novel practices and interactions. Instructional applications of this phenomenon are rising with thematic channels and shows aimed at teaching and debating a variety of subjects ranging from art to programming. However, few research publications have specifically explored trends in pedagogical strategies and learning behaviours of viewing audiences. This …
Exploring the Impact of Extended Reality (XR) on Spatial Reasoning of Elementary Students
Situating presence within extended reality for teacher training
The use of video is commonplace for professional preparation in education and other fields. Research has provided evidence that the use of video in these contexts can lead to increased noticing and reflection. However, educators now have access to evolving forms of video such as 360 video. The purpose of this study was to adapt and validate an instrument for assessing immersive 360 video use in an undergraduate preservice teacher university train…
Exploring the learning potential of online gaming communities
Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during Covid-19
The Use of Ambisonic Audio to Improve Presence, Focus, and Noticing While Viewing 360 Video
Research has provided evidence of the value of producing multiple representations of content for learners (e.g., verbal, visual, etc.). However, much of the research has acknowledged changes in visual technologies while not recognizing or utilizing related audio innovations. For instance, teacher education students who were once taught through two-dimensional video are now being presented with interactive, three-dimensional content (e.g., simulat…
Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values
Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This article’s aim is to go beyond the simplistic difference between negative outcomes and their absence by suggesting the concept of “meaningful violence.” For exploring possible instances of such a phenomenon, a content analysis (Gee, 2012) of online materials (online comments, user-generated content) from leading gaming me…
Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings Via Interactive Sounds
The current study addresses the concept of mediated embodied cognition (EC) by focusing on audio inputs/outputs rather than sight and visual cues. N=10 subjects were involved with the navigation of five virtual mazes with different design and sensorial affordances. A virtual audiocane was developed (within a middleware - NEED - aimed to improve learning environments’ accessibility) for supporting spatial exploration and scanning. Data collected s…
Unfolding female quiet in wargames
This article investigates the cultural mediatization of the relationship between gender and war by looking at the representation and agency of female presence in one of the most popular sagas in video games: Metal Gear Solid. We have specifically focused on the last chapter of the series, Metal Gear Solid V (MGS5) by putting under scrutiny the character of Quiet. The analysis draws upon the rich theoretical corpus of feminist film studies, with r…
Beyond Diagonal Sciences
The article aims to problematize the perspective of Roger Caillois beyond the relative more influential Les Jeux et les Hommes for Game Studies and then put the use of his theories to the test. By harnessing the alternative concepts of “symmetry” and “dissymmetry,” which are at the core of his approach, a textual analysis is applied to the high acclaimed video game Journey. Further suggestions from philosophy (“deconstruction” by Derrida), cultur…
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
The online dream of old ludi
The article focuses on the Italian game culture risen around Vassal and OCTGN – i.e., free online engines through which thousands of gamers play every day physical boardgames and wargames like Carcassone, Warhammer and The settlers of Catan. Specifically, the analysis addresses how the relation between this specific digital play and its material origin is articulated in terms of game system/practice and social environment. Accordingly, a framewor…
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during Covid-19
Exploring the learning potential of online gaming communities
Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
The online dream of old ludi
The article focuses on the Italian game culture risen around Vassal and OCTGN – i.e., free online engines through which thousands of gamers play every day physical boardgames and wargames like Carcassone, Warhammer and The settlers of Catan. Specifically, the analysis addresses how the relation between this specific digital play and its material origin is articulated in terms of game system/practice and social environment. Accordingly, a framewor…
Beyond Diagonal Sciences
The article aims to problematize the perspective of Roger Caillois beyond the relative more influential Les Jeux et les Hommes for Game Studies and then put the use of his theories to the test. By harnessing the alternative concepts of “symmetry” and “dissymmetry,” which are at the core of his approach, a textual analysis is applied to the high acclaimed video game Journey. Further suggestions from philosophy (“deconstruction” by Derrida), cultur…
Unfolding female quiet in wargames
This article investigates the cultural mediatization of the relationship between gender and war by looking at the representation and agency of female presence in one of the most popular sagas in video games: Metal Gear Solid. We have specifically focused on the last chapter of the series, Metal Gear Solid V (MGS5) by putting under scrutiny the character of Quiet. The analysis draws upon the rich theoretical corpus of feminist film studies, with r…
Alternative Embodied Cognitions at Play Evaluation of Audio-Based Navigation in Virtual Settings Via Interactive Sounds
The current study addresses the concept of mediated embodied cognition (EC) by focusing on audio inputs/outputs rather than sight and visual cues. N=10 subjects were involved with the navigation of five virtual mazes with different design and sensorial affordances. A virtual audiocane was developed (within a middleware - NEED - aimed to improve learning environments’ accessibility) for supporting spatial exploration and scanning. Data collected s…
The Use of Ambisonic Audio to Improve Presence, Focus, and Noticing While Viewing 360 Video
Research has provided evidence of the value of producing multiple representations of content for learners (e.g., verbal, visual, etc.). However, much of the research has acknowledged changes in visual technologies while not recognizing or utilizing related audio innovations. For instance, teacher education students who were once taught through two-dimensional video are now being presented with interactive, three-dimensional content (e.g., simulat…
Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values
Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This article’s aim is to go beyond the simplistic difference between negative outcomes and their absence by suggesting the concept of “meaningful violence.” For exploring possible instances of such a phenomenon, a content analysis (Gee, 2012) of online materials (online comments, user-generated content) from leading gaming me…
Situating presence within extended reality for teacher training
The use of video is commonplace for professional preparation in education and other fields. Research has provided evidence that the use of video in these contexts can lead to increased noticing and reflection. However, educators now have access to evolving forms of video such as 360 video. The purpose of this study was to adapt and validate an instrument for assessing immersive 360 video use in an undergraduate preservice teacher university train…
Exploring the learning potential of online gaming communities
Online gaming is becoming increasingly social and interconnected. Millions of players learn from each other in game-related communities on platforms like Reddit and Twitch.tv. However, few studies have been conducted to examine socially constructed learning in such environments. The purpose of this study was to explore learning in game-related communities using the Game Community of Inquiry Scale (GCoIS). GCoIS is a validated instrument inspired …
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during Covid-19
Sharing dark sides on game service platforms
Toxicity continues to have a strong presence in online environments. This is particularly true for digital entertainment like online games. Toxicity is an important topic as it impacts game development, consumption, popularity, public perception, and player health and well-being. Most of the existing literature on toxicity in gaming is descriptive and exploratory; it often sets out to map milestones and inherent drivers of toxicity. In this artic…
Using 360-degree video to explore teachers' professional noticing
Playing is just the beginning
Streaming code across audiences and performers
Live streaming platforms like Twitch.tv count millions of viewers and performers, pointing to novel practices and interactions. Instructional applications of this phenomenon are rising with thematic channels and shows aimed at teaching and debating a variety of subjects ranging from art to programming. However, few research publications have specifically explored trends in pedagogical strategies and learning behaviours of viewing audiences. This …
Exploring the Impact of Extended Reality (XR) on Spatial Reasoning of Elementary Students
Interactive within Structures
As esports aims to be an equal playing field for all, it is important to understand how and why Caucasians and minorities play and watch esports. This study represents one of the first empirical efforts to examine the role of ethnicity in esports uses and effects by conducting an online survey with 526 esports consumers in the United States. Using existing scales, this study measured dependent variables, such as esports gameplay, viewing, sense o…
Exploring the relationships between teacher noticing, ambisonic audio, and variance in focus when viewing 360 video
An exploration of why gaming communities may make younger and non-normative gamers vulnerable to Internet Gaming Disorder
Existing literature has primarily evaluated how exposure to video game content impacts social and behavioral functioning. However, the parameters of video game engagement have expanded with multiplayer online gaming, live streaming, and community discussion on social media platforms. This study sought to examine how participation in online gaming communities is associated with problematic gaming behaviors and symptoms of Internet gaming disorder …
Evaluating how extended reality delivery device and preservice teacher major impact presence in immersive learning environments
Teacher education has begun to embrace the use of 360 videos to improve preservice teachers' (PSTs) engagement and immersion. While recent research on such use is promising overall, there are specific questions that have been left unanswered about the construct of presence in 360 videos. More specifically, research has yet to fully explore how video delivery devices and PST characteristics may impact presence. The purpose of this study was to res…
Exploring the relationship between motivation and augmented reality presence using the augmented reality presence scale (ARPS)
Augmented Reality (AR) is increasingly being adopted in education to foster engagement and interest in a variety of subjects and content areas. However, there is a scarcity of instruments to measure the instructional impact of this innovation. This article addresses this gap in two unique ways. First, it presents validation results of the Augmented Reality Presence Scale (ARPS), which was created to evaluate presence in augmented learning environ…
Problematic Gaming at a Crossroad
It is becoming more common to use Internet Gaming Disorder (IGD) to measure problematic gaming in online environments. However, there is limited data examining the role of empathy and toxicity in IGD. In addition, little attention has been given to the role of the social element of online gaming communities and its influence on these factors. This article aims to address this gap by presenting the results of a cross-sectional study involving 567 …
Measuring presence in virtual world teacher education
Extended reality technologies are increasingly used in teacher education. For instance, innovations like 360 videos and virtual reality have been shown to be effective in improving future educators’ noticing, self-efficacy, and sense of presence, particularly in simulations of real classrooms. However, little is known about how presence is experienced in immersive recordings of educational gaming environments (i.e., Minecraft or Roblox ). This st…
Problematic Gaming Beyond Video Games—Exploring the Internet Gaming Disorder Scale-Short Form With “Analog” Players and the Mediating Role of Gamer Identification
Video gaming is a widespread practice among young adults, and it is becoming increasingly social. Analog games are affected by this trend as well; social platforms like Reddit host many communities about these playing practices. However, while the impact of online digital gaming on players’ mental health is well explored, this relationship has been overlooked in the context of analog play. This article addresses this gap by validating through a R…
Procedural Rhetorics Meet Platform Affordances
This article investigates the rhetorical dynamics emerging within Reddit communities, focusing on discussions surrounding the video game franchise The Last of Us . Building on the concept of procedural rhetoric, the paper suggests framing the collective articulation of meaning that emerges from the interaction between digital affordances—such as upvoting, moderation, and subreddit structures—and community practices in terms of “community rhetoric…
Computer Science (18 obras) · Psychology (17 obras) · Digital Games and Media (13 obras) · Multimedia (10 obras) · Sociology (10 obras) · Social Psychology (8 obras) · Impact of Technology on Adolescents (7 obras) · Virtual Reality Applications and Impacts (7 obras) · Human–computer interaction (6 obras) · Mathematics education (6 obras)