{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,10]],"date-time":"2026-06-10T16:59:43Z","timestamp":1781110783903,"version":"3.54.1"},"reference-count":47,"publisher":"IGI Global Scientific Publishing","issue":"3","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2015,7,1]]},"abstract":"<p>The purpose of this study was to apply a Social Network Game (SNG) for teaching visual merchandising to college students. Based on design-based research paradigm, the present study utilized the EGameFlow model to measure students' perceived enjoyment of using the SNG, Fashion World, in visual merchandising classes. In addition, this study examined which dimensions of EGameFlow were significant indicators of student satisfaction. Findings from this study suggest that the use of an SNG can be an effective tool in teaching visual merchandising. A majority of positive trends in constructs of EGameFlow suggested students enjoyed the use of this SNG as a learning tool. In addition, challenge and immersion were significant indicators of student satisfaction through the game. Discussion and implications for using SNGs as a teaching tool were provided based on the results of this study.<\/p>","DOI":"10.4018\/ijopcd.2015070101","type":"journal-article","created":{"date-parts":[[2015,4,29]],"date-time":"2015-04-29T09:35:48Z","timestamp":1430300148000},"page":"1-16","source":"Crossref","is-referenced-by-count":1,"title":["Using a Social Network Game as a Teaching Tool for Visual Merchandising"],"prefix":"10.4018","volume":"5","author":[{"given":"Erica","family":"O'Toole","sequence":"first","affiliation":[{"name":"Fashion Merchandising and Design, Department of Human Environmental Studies, Central Michigan University, Mt. Pleasant, MI, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Seung-Eun","family":"Lee","sequence":"additional","affiliation":[{"name":"Fashion Merchandising and Design, Department of Human Environmental Studies, Central Michigan University, Mt. Pleasant, MI, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"issue":"3","key":"ijopcd.2015070101-0","first-page":"285","article-title":"Implications of online teaching and learning.","volume":"32","author":"A.Al-Bataineh","year":"2005","journal-title":"International Journal of Instructional Media"},{"key":"ijopcd.2015070101-1","doi-asserted-by":"publisher","DOI":"10.1016\/j.iheduc.2010.04.002"},{"key":"ijopcd.2015070101-2","article-title":"Flow theory and game-based learning","author":"C. M.Bachen","year":"2011","journal-title":"Serious games and edutainment applications"},{"key":"ijopcd.2015070101-3","unstructured":"Caoili, E. (2010, September). Study: 53% of Facebook's users have played social games, 19% addicted. Gamasutra. Retrieved from http:\/\/www.gamasutra.com\/view\/news\/121158\/Study_53_Of_Facebooks_Users_Have_Played_Social_Games_19_Addicted.php"},{"key":"ijopcd.2015070101-4","doi-asserted-by":"publisher","DOI":"10.4018\/ijom.2011070103"},{"key":"ijopcd.2015070101-5","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2010.07.028"},{"key":"ijopcd.2015070101-6","author":"M.Csikszentmihalyi","year":"1990","journal-title":"Flow: The psychology of optimal experience"},{"key":"ijopcd.2015070101-7","author":"J.Diamond","year":"2007","journal-title":"Contemporary visual merchandising & environmental design"},{"key":"ijopcd.2015070101-8","doi-asserted-by":"publisher","DOI":"10.2307\/1317920"},{"key":"ijopcd.2015070101-9","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2012.10.003"},{"key":"ijopcd.2015070101-10","doi-asserted-by":"publisher","DOI":"10.1080\/10447318.2012.715991"},{"key":"ijopcd.2015070101-11","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2008.07.004"},{"issue":"5","key":"ijopcd.2015070101-12","first-page":"533","article-title":"Motivation and flow: Toward an understanding of the dynamics of the relation in architecture students.","volume":"142","author":"C. J.Fullagar","year":"2008","journal-title":"Journal of Personality"},{"key":"ijopcd.2015070101-13","doi-asserted-by":"publisher","DOI":"10.1177\/1046878102238607"},{"key":"ijopcd.2015070101-14","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2008.03.012"},{"key":"ijopcd.2015070101-15","doi-asserted-by":"publisher","DOI":"10.1080\/00223980.1994.9712742"},{"key":"ijopcd.2015070101-16","doi-asserted-by":"publisher","DOI":"10.1108\/10748121111107717"},{"key":"ijopcd.2015070101-17","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2010.07.021"},{"key":"ijopcd.2015070101-18","doi-asserted-by":"publisher","DOI":"10.1080\/13562517.2010.507307"},{"key":"ijopcd.2015070101-19","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-8535.2007.00709.x"},{"key":"ijopcd.2015070101-20","unstructured":"Keller, J. (2000). How to integrate learner motivation planning into lesson planning: The ARCS model approach. Paper presented at VII Semanario, Santiago, Cuba."},{"key":"ijopcd.2015070101-21","doi-asserted-by":"publisher","DOI":"10.1080\/1358165042000283084"},{"key":"ijopcd.2015070101-22","doi-asserted-by":"publisher","DOI":"10.1016\/j.iheduc.2004.12.001"},{"key":"ijopcd.2015070101-23","doi-asserted-by":"publisher","DOI":"10.1016\/j.procs.2012.10.060"},{"key":"ijopcd.2015070101-24","author":"D. A.Kolb","year":"1984","journal-title":"Experiential learning"},{"key":"ijopcd.2015070101-25","doi-asserted-by":"crossref","unstructured":"Kolb, D. A., Boyatzis, R. E., & Mainemelis, C. (2001). Experiential learning theory: Previous research and new directions. In R.J. Sternberg and L.F. Zhang (Eds.), Perspectives on thinking, learning, and cognitive style (pp.227-248). Lawrence Erlbaum, NJ: Routledge.","DOI":"10.4324\/9781410605986-9"},{"key":"ijopcd.2015070101-26","doi-asserted-by":"publisher","DOI":"10.1287\/isre.13.2.205.83"},{"key":"ijopcd.2015070101-27","unstructured":"Lazzaro, N. (March, 2004). Why we play games: Four keys to emotion without story. Game Developer Conference. Abstract retrieved from http:\/\/xeodesign.com\/xeodesign_whyweplaygames.pdf"},{"key":"ijopcd.2015070101-28","doi-asserted-by":"publisher","DOI":"10.1111\/j.1467-8535.2006.00531.x"},{"key":"ijopcd.2015070101-29","doi-asserted-by":"publisher","DOI":"10.1207\/s15516709cog0504_2"},{"key":"ijopcd.2015070101-30","unstructured":"Mershon, P. (2011, November 8). 26 promising social media stats for small businesses. Social Media Examiner. Retrieved from http:\/\/www.socialmediaexaminer.com\/26-promising-social-media-stats-for-small-businesses\/"},{"key":"ijopcd.2015070101-31","doi-asserted-by":"publisher","DOI":"10.1287\/mksc.19.1.22.15184"},{"key":"ijopcd.2015070101-32","doi-asserted-by":"publisher","DOI":"10.1111\/j.1083-6101.2007.00375.x"},{"key":"ijopcd.2015070101-33","doi-asserted-by":"publisher","DOI":"10.1177\/0092070397254005"},{"key":"ijopcd.2015070101-34","author":"M.Prensky","year":"2001","journal-title":"Digital Game-Based Learning"},{"key":"ijopcd.2015070101-35","doi-asserted-by":"publisher","DOI":"10.1037\/0003-066X.55.1.68"},{"key":"ijopcd.2015070101-36","unstructured":"Selwyn, N. (2007). Web 2.0 applications as alternative environments for informal learning: A critical review. Paper presented at OECD-KERIS International Expert Meeting on ICT and Educational Performance. Retrieved from https:\/\/www1.oecd.org\/edu\/ceri\/39458556.pdf"},{"key":"ijopcd.2015070101-37","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2010.11.010"},{"key":"ijopcd.2015070101-38","doi-asserted-by":"publisher","DOI":"10.1016\/S0747-5632(03)00050-5"},{"key":"ijopcd.2015070101-39","doi-asserted-by":"publisher","DOI":"10.1177\/0273475303262353"},{"key":"ijopcd.2015070101-40","doi-asserted-by":"crossref","unstructured":"Smith, P., & Sanchez, A. (2011). Farming education: A case for social games in learning. Virtual and Mixed Reality, 73-79.","DOI":"10.1007\/978-3-642-22024-1_9"},{"key":"ijopcd.2015070101-41","doi-asserted-by":"publisher","DOI":"10.1145\/1077246.1077253"},{"key":"ijopcd.2015070101-42","doi-asserted-by":"publisher","DOI":"10.3102\/0013189X032001005"},{"issue":"3","key":"ijopcd.2015070101-43","first-page":"263","article-title":"Learning experience with virtual worlds.","volume":"19","author":"C.Wagner","year":"2008","journal-title":"Journal of Information Systems Education"},{"issue":"2","key":"ijopcd.2015070101-44","first-page":"249","article-title":"Action learning with second life: A pilot study.","volume":"20","author":"C.Wagner","year":"2009","journal-title":"Journal of Information Systems Education"},{"issue":"2","key":"ijopcd.2015070101-45","first-page":"138","article-title":"Internet prevention messages -Targeting the right online behaviors.","volume":"161","author":"M.Ybarra","year":"2007","journal-title":"Archives of Pediatrics & Adolescent Medicine"},{"key":"ijopcd.2015070101-46","first-page":"669","article-title":"Investigating narrative in mobile games for seniors.","author":"S. H.Yee","year":"2010","journal-title":"Proceedings of the SIGCHI Conference on Human Factors in Computing Systems"}],"container-title":["International Journal of Online Pedagogy and Course Design"],"original-title":[],"language":"ng","link":[{"URL":"https:\/\/www.igi-global.com\/viewtitle.aspx?TitleId=127034","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2022,6,1]],"date-time":"2022-06-01T10:53:47Z","timestamp":1654080827000},"score":1,"resource":{"primary":{"URL":"https:\/\/services.igi-global.com\/resolvedoi\/resolve.aspx?doi=10.4018\/ijopcd.2015070101"}},"subtitle":[""],"short-title":[],"issued":{"date-parts":[[2015,7,1]]},"references-count":47,"journal-issue":{"issue":"3","published-print":{"date-parts":[[2015,7]]}},"URL":"https:\/\/doi.org\/10.4018\/ijopcd.2015070101","relation":{},"ISSN":["2155-6873","2155-6881"],"issn-type":[{"value":"2155-6873","type":"print"},{"value":"2155-6881","type":"electronic"}],"subject":[],"published":{"date-parts":[[2015,7,1]]}}}