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The Impact of Immersion through Virtual Reality in the Learning Experiences of Art and Design Students: The Mediating Effect of the Flow Experience
16 references·3 citing·41 second hop
The Impact of Immersion through Virtual Reality in the Learning Experiences of Art and Design Students: The Mediating Effect of the Flow Experience (2023)The Impact of Immersion through Virtual R…From “touch” to a “multisensory” experience: The impact of technology interface and product type on consumer responses (2020)From “touch” to a “multisenso…The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction (2019)The impact of virtual reality…Partial least squares structural equation modeling using SmartPLS: a software review (2019)Partial least squares structu…Experiencing immersive virtual reality in museums (2019)Experiencing immersive virtua…Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge (2018)Flow and Immersion in Video G…Mediation analysis in partial least squares path modeling (2016)Mediation analysis in partial…Partial least squares structural equation modeling (PLS-SEM) (2014)Partial least squares structu…Flow and the Foundations of Positive Psychology (2014)Flow and the Foundations of P…Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Using PLS Path Modeling for A…Quantitative, Qualitative, and Mixed Research Methods in Engineering Education (2009)Quantitative, Qualitative, an…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Exploratory consumer buying behavior: Conceptualization and measurement (1996)Exploratory consumer buying b…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Optimal Experience (1988)Optimal ExperienceThe Role of Hedonic Motivation in Influencing TikTok Use and How It Relates to Generation Z Characteristics (2025)The Role of Hedonic Motivatio…Entrepreneurial resilience learning in higher education: The role of metaverse-constructed ecosystems (2025)Entrepreneurial resilience le…The Use of Virtual Platforms in Teaching Bass Guitar (2024)The Use of Virtual Platforms …Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Self-Efficacy: The Exercise of Control (1999)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)PLS-SEM: Indeed a Silver Bullet (2011)A primer on partial least squares structural equation modeling (PLS-SEM) (2014)Partial least squares structural equation modeling (PLS-SEM): A useful tool for family business researchers (2014)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)The theory of planned behavior (1991)A power primer. (1992)Lateral Collinearity and Misleading Results in Variance-Based SEM: An Illustration and Recommendations (2012)Consistent Partial Least Squares Path Modeling1 (2015)How to Specify, Estimate, and Validate Higher-Order Constructs in PLS-SEM (2019)Asymptotic Confidence Intervals for Indirect Effects in Structural Equation Models (1982)Fit indices in covariance structure modeling: Sensitivity to underparameterized model misspecification. (1998)An assessment of the use of partial least squares structural equation modeling (PLS-SEM) in hospitality research (2017)Partial least squares structural equation modeling in HRM research (2018)Rethinking some of the rethinking of partial least squares (2019)User Acceptance of Information Technology: Toward A Unified View1 (2003)When to use and how to report the results of PLS-SEM (2018)Multigroup Analysis using SmartPLS: Step-by-Step Guidelines for Business Research (2020)PLS-SEM STATISTICAL PROGRAMS: A REVIEW (2021)Multigroup analysis of more than two groups in PLS-SEM: A review, illustration, and recommendations (2022)Smartphones and Cognition: A Review of Research Exploring the Links between Mobile Technology Habits and Cognitive Functioning (2017)Human Emotion Recognition: Review of Sensors and Methods (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Value from hedonic experience and engagement. (2006)Mediating Tourist Experiences (2009)Positive Emotions Broaden and Build (2013)What Good Are Positive Emotions? (1998)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)From game design elements to gamefulness (2011)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Motivational Beliefs, Values, and Goals (2002)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2014Partial least squares structural equation modeling (PLS-SEM)11,717 cited
  • 2009Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration14,931 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 2016Mediation analysis in partial least squares path modeling2,345 cited
  • 2014Flow and the Foundations of Positive Psychology1,653 cited
  • 1988Optimal Experience1,097 cited
  • 1991Flow: The Psychology of Optimal Experience1,018 cited
  • 2019Partial least squares structural equation modeling using SmartPLS: a software review876 cited
  • 2009Quantitative, Qualitative, and Mixed Research Methods in Engineering Education773 cited
  • 1996Exploratory consumer buying behavior: Conceptualization and measurement586 cited
  • 2019Experiencing immersive virtual reality in museums485 cited
  • 2019The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction483 cited
  • 2018

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Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge
228 cited
  • 2020From “touch” to a “multisensory” experience: The impact of technology interface and product type on consumer responses211 cited
  • Cited by

    • 2025The Role of Hedonic Motivation in Influencing TikTok Use and How It Relates to Generation Z Characteristics14 cited
    • 2025Entrepreneurial resilience learning in higher education: The role of metaverse-constructed ecosystems6 cited
    • 2024The Use of Virtual Platforms in Teaching Bass Guitar2 cited