Stéphanie Buisine
Biographic Data
| ID | 4094380 |
|---|---|
| NAME | Stéphanie Buisine |
| GIVEN NAMES | Stéphanie |
| FAMILY NAME | Buisine |
| SIGNATURE | BUISINE S |
| AFFILIATIONS | EI.cesi Nanterre France |
| ORCID | 0000-0002-1389-570X |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 4 |
| WORKS AS AUTHOR | 6 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Influence of organizational culture on sustainable mobility behaviours in higher education
Purpose In the face of climate change, higher education institutions can play a role in fostering a sustainable future. This study aims to examine how their green organizational culture, including values, social norms and practices, affects students’ mobility choices. Specifically, the authors examine the direct impact of green organizational culture on polluting commuting behaviours, the mediating role of organizational trust and the interplay b…
Distinguer les soft skills d’autres construits
On constate aujourd’hui, dans les publications en sciences de la formation, en sciences de gestion, comme dans les rapports d’organisations internationales, un point consensuel : les soft skills sont considérées comme de plus en plus importantes pour l’employabilité des personnes. Mais le syntagme anglais soft skills a des traductions variables et, quelle que soit la langue, il n’y a pas d’accord sur ce qui est ainsi désigné : les taxonomies vari…
Actions speak louder than looks
Several experimental studies in recent years have shown an effect of the appearance of embodied avatars in a digital environment on subsequent behaviors in unrelated context. However, such studies often focus exclusively on the appearance of avatars, and do not consider the nature of the behavior carried out in-game. This article presents an experiment exploring the combined effects of avatar appearance and in-game behavior on subsequent prosocia…
Creativity in Virtual Teams
Following the growing body of scientific literature dedicated to the effects of virtual tools and environments on creative processes, we were interested in examining how professional creativity facilitators perceive these technologies and the extent to which they might support their dissemination. To this end, we conducted a workshop with 19 professional facilitators in which they could experience creativity in a virtual environment. Their rating…
Engineering students’ use of creativity and development tools in conceptual product design
Why are online games so self‐involving
This article investigates the ways in which players of massively multiplayer online role‐playing games (MMORPGs) internalize being a player into their self‐concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild …
Why are online games so self‐involving
This article investigates the ways in which players of massively multiplayer online role‐playing games (MMORPGs) internalize being a player into their self‐concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild …
Why are online games so self‐involving
This article investigates the ways in which players of massively multiplayer online role‐playing games (MMORPGs) internalize being a player into their self‐concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild …
Engineering students’ use of creativity and development tools in conceptual product design
Creativity in Virtual Teams
Following the growing body of scientific literature dedicated to the effects of virtual tools and environments on creative processes, we were interested in examining how professional creativity facilitators perceive these technologies and the extent to which they might support their dissemination. To this end, we conducted a workshop with 19 professional facilitators in which they could experience creativity in a virtual environment. Their rating…
Actions speak louder than looks
Several experimental studies in recent years have shown an effect of the appearance of embodied avatars in a digital environment on subsequent behaviors in unrelated context. However, such studies often focus exclusively on the appearance of avatars, and do not consider the nature of the behavior carried out in-game. This article presents an experiment exploring the combined effects of avatar appearance and in-game behavior on subsequent prosocia…
Distinguer les soft skills d’autres construits
On constate aujourd’hui, dans les publications en sciences de la formation, en sciences de gestion, comme dans les rapports d’organisations internationales, un point consensuel : les soft skills sont considérées comme de plus en plus importantes pour l’employabilité des personnes. Mais le syntagme anglais soft skills a des traductions variables et, quelle que soit la langue, il n’y a pas d’accord sur ce qui est ainsi désigné : les taxonomies vari…
Influence of organizational culture on sustainable mobility behaviours in higher education
Purpose In the face of climate change, higher education institutions can play a role in fostering a sustainable future. This study aims to examine how their green organizational culture, including values, social norms and practices, affects students’ mobility choices. Specifically, the authors examine the direct impact of green organizational culture on polluting commuting behaviours, the mediating role of organizational trust and the interplay b…
Psychology (5 works) · Computer Science (4 works) · Social Psychology (4 works) · Artificial Intelligence (2 works) · Creativity (2 works) · Creativity in Education and Neuroscience (2 works) · Media Influence and Health (2 works) · Virtual Reality Applications and Impacts (2 works) · Advertising (1 work) · Aesthetics (1 work)