Enrico Gandolfi
Cited by
Cited by
To watch or to play, it is in the game: The game culture on Twitch. tv among performers, plays and audiences
E Gandolfi
Journal of gaming & virtual worlds 8 (1), 63-82, 2016
A new educational normal an intersectionality-led exploration of education, learning technologies, and diversity during COVID-19
E Gandolfi, RE Ferdig, A Kratcoski
Technology in Society 66, 101637, 2021
Virtual reality and augmented reality
Y El Miedany, Y El Miedany
Rheumatology teaching: the art and science of medical education, 403-427, 2019
Generazione nerd: gioco, tecnologia e immaginario di una subcultura mainstream
E Gandolfi
Mimesis, 2014
Situating presence within extended reality for teacher training: Validation of the extended Reality Presence Scale (XRPS) in preservice teacher use of immersive 360 video
E Gandolfi, KW Kosko, RE Ferdig
British Journal of Educational Technology 52 (2), 824-841, 2021
Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3’s trends on and Steam platforms
E Gandolfi
Information Visualization 17 (3), 218-238, 2018
Educational opportunities for augmented reality
E Gandolfi, RE Ferdig, Z Immel
Second handbook of information technology in primary and secondary education …, 2018
Educational opportunities for immersive virtual reality
RE Ferdig, E Gandolfi, Z Immel
Second handbook of information technology in primary and secondary education …, 2018
Using 360-degree video to explore teachers' professional noticing
KW Kosko, J Heisler, E Gandolfi
Computers & Education 180, 104443, 2022
Effect and influence of ambisonic audio in viewing 360 video
RE Ferdig
Journal of virtual worlds research 13 (2-3), 2020
You have got a (different) friend in me: Asymmetrical roles in gaming as potential ambassadors of computational and cooperative thinking
E Gandolfi
E-Learning and Digital Media 15 (3), 128-145, 2018
Exploring the learning potential of online gaming communities: An application of the Game Communities of Inquiry Scale
E Gandolfi, RE Ferdig, I Soyturk
New Media & Society, 14614448211027171, 2021
Unfolding female quiet in wargames: gender bias in Metal Gear Solid V: The Phantom Pain from representation to gameplay
E Gandolfi, M Sciannamblo
Feminist Media Studies 19 (3), 331-347, 2019
Negative Experiences as learning trigger: a play experience empirical research on a game for social change case study
I Mariani, E Gandolfi
International Journal of Game-Based Learning (IJGBL) 6 (3), 50-73, 2016
Immersive presence for future educators: Deconstructing the concept of presence in extended reality environments for preservice teachers
E Gandolfi, C Austin, J Heisler, M Zolfaghari
Journal of Technology and Teacher Education 29 (3), 339-367, 2021
Giochi video. Performance, spettacolo, streaming.
M Bittanti, E Gandolfi
ETEROTOPIE 443, 2018
Subjective temporalities at play: Temporality, subjectivity and gaming affordances in Cities: Skylines, Europa Universalis IV and Pillars of Eternity
E Gandolfi
Simulation & Gaming 47 (6), 720-750, 2016
Evaluating US gamers’ metacognitions about digital entertainment: Validation of Metacognition about Online Gaming Scale in the US context
E Gandolfi, I Soyturk, RE Ferdig
Journal of Affective Disorders 295, 954-959, 2021
Playing across the social zone-Animal Crossing, gaming communities and connectedness in a time of crisis
E Gandolfi, S Gandolfi
Academicus. International Scientific Journal 12 (23), 41-51, 2021
Coping during Covid-19: Building a Community of Practice (CoP) for technology integration and educational reform in a time of crisis
E Gandolfi, A Kratcoski
Teaching, technology, and teacher education during the COVID-19 pandemic …, 2020
The system can't perform the operation now. Try again later.
Articles 1–20