Shane Burrell
Dados Biográficos
| ID | 6743172 |
|---|---|
| NOME | Shane Burrell |
| PRENOMES | Shane |
| SOBRENOME | Burrell |
| ASSINATURA | BURRELL S |
| AFILIAÇÕES | University of Oregon |
| ORCID | 0009-0009-7219-2359 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 2 |
| TOTAL DE CITAÇÕES | 0 |
| TOTAL COMO AUTOR | 2 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2023 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 0 |
Committed to play
his study investigates changes in online gaming behavior during the COVID-19 pandemic, applying video game uses and gratifications theory to analyze young adults’ gaming motivations. We explore the popularity of specific gratifications amid the crisis and propose a novel gratification, commitment, that may affect gaming choices. Results showcase a possible link between some players who self-report tenuous or low emotional and mental well-being an…
Reconnections
In this essay, we describe how activist and creative impulses led to the establishment of the Multi-User Virtual Environment (MUVE Lab) at the University of New Mexico. The mission of the lab is rooted in a Pluriversal vision of environmental pedagogy, pulling from Indigenous ways of knowing to inform a creative practice that challenges the mechanisms of purposeful forgetting at the center of the modern public university. We offer critique of tod…
Sem obras proeminentes nesta página.
Reconnections
In this essay, we describe how activist and creative impulses led to the establishment of the Multi-User Virtual Environment (MUVE Lab) at the University of New Mexico. The mission of the lab is rooted in a Pluriversal vision of environmental pedagogy, pulling from Indigenous ways of knowing to inform a creative practice that challenges the mechanisms of purposeful forgetting at the center of the modern public university. We offer critique of tod…
Committed to play
his study investigates changes in online gaming behavior during the COVID-19 pandemic, applying video game uses and gratifications theory to analyze young adults’ gaming motivations. We explore the popularity of specific gratifications amid the crisis and propose a novel gratification, commitment, that may affect gaming choices. Results showcase a possible link between some players who self-report tenuous or low emotional and mental well-being an…
Psychology (2 obras) · 2019-20 coronavirus outbreak (1 obras) · Advertising (1 obras) · Business (1 obras) · Child Development and Digital Technology (1 obras) · Computer Science (1 obras) · Digital Games and Media (1 obras) · Ecology (1 obras) · Forgetting (1 obras) · Impact of Technology on Adolescents (1 obras)