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Enrico Gandolfi
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Year
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
1992016
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
912021
Virtual reality and augmented reality
Y El Miedany, Y El Miedany
Rheumatology teaching: the art and science of medical education, 403-427, 2019
592019
Generazione nerd: gioco, tecnologia e immaginario di una subcultura mainstream
E Gandolfi
Mimesis, 2014
502014
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
432021
Using 360-degree video to explore teachers' professional noticing
KW Kosko, J Heisler, E Gandolfi
Computers & Education 180, 104443, 2022
292022
Educational opportunities for augmented reality
E Gandolfi, RE Ferdig, Z Immel
Second handbook of information technology in primary and secondary education …, 2018
242018
Educational opportunities for immersive virtual reality
RE Ferdig, E Gandolfi, Z Immel
Second handbook of information technology in primary and secondary education …, 2018
242018
Enjoying death among gamers, viewers, and users: A network visualization of Dark Souls 3’s trends on Twitch.tv and Steam platforms
E Gandolfi
Information Visualization 17 (3), 218-238, 2018
222018
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 25 (6), 1374-1393, 2023
192023
Effect and influence of ambisonic audio in viewing 360 video
RE Ferdig
Journal of virtual worlds research 13 (2-3), 2020
152020
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
152018
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
122019
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
112021
Sharing dark sides on game service platforms: Disruptive behaviors and toxicity in DOTA2 through a platform lens
E Gandolfi, RE Ferdig
Convergence 28 (2), 468-487, 2022
102022
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
102020
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
102016
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
92021
Exploring the impact of extended reality (xr) on spatial reasoning of elementary students
E Baumgartner, RE Ferdig, E Gandolfi
TechTrends 66 (5), 825-836, 2022
82022
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
82021
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