SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Methods for Evaluating Gameplay Experience in a Serious Gaming Context.
14 references·16 citing·46 second hop
Methods for Evaluating Gameplay Experience in a Serious Gaming Context. (2010)Methods for Evaluating Gameplay Experienc…Digital Game-Based Learning (2019)Digital Game-Based LearningA THEORY OF HUMAN MOTIVATION (2017)A THEORY OF HUMAN MOTIVATIONToward an understanding of flow in video games (2008)Toward an understanding of fl…Playing for Real (2008)Playing for RealMeasuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences (2008)Adaptive Educational Games: P…A continuous and objective evaluation of emotional experience with interactive play environments (2006)A continuous and objective ev…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…GameFlow (2005)GameFlowFundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Using frustration in the design of adaptive videogames (2004)Using frustration in the desi…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…A circumplex model of affect. (1980)A circumplex model of affect.MoM An Effort to Comprising CBT in Digital Gaming (2020)MoM An Effort to Comprising C…Kahoot! In an EFL Reading Class (2019)Kahoot! In an EFL Reading Cla…Expertise and engagement (2019)Expertise and engagementApproaching Sustainability Learning Via Digital Serious Games (2018)Approaching Sustainability Le…Mood and learning in navigation-based serious games (2017)Mood and learning in navigati…Processes and Models for Serious Game Design and Development (2016)Processes and Models for Seri…Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education (2016)Diabetic Mario: Designing and…Comparison of similarity measures to differentiate players' actions and decision-making profiles in serious games analytics (2016)Comparison of similarity meas…User Experience of Educational Games: A Review of the Elements (2015)User Experience of Educationa…Moving Beyond Fun (2015)Moving Beyond FunMeasuring Expert Performance for Serious Games Analytics: From Data to Insights (2015)Measuring Expert Performance …Immersion in Digital Games: Review of Gaming Experience Research (2014)Immersion in Digital Games: R…Engagement as a Volitional Construct (2014)Engagement as a Volitional Co…Du game design au gamefulness : définir la gamification (2014)Du game design au gamefulness…Emotions in Serious Games: From Experience to Assessment (2010)Emotions in Serious Games: Fr…Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010)Correlation between heart rat…The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)The benefits of playing video games. (2013)Educational game design for online education (2008)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Digital Game-Based Learning (2020)The Principles of Psychology (1891)Hedges: A Study in Meaning Criteria and the Logic of Fuzzy Concepts (1975)The robust beauty of improper linear models in decision making. (1979)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Measuring emotion: The self-assessment manikin and the semantic differential (1994)Rules of Play: Game Design Fundamentals (2003)Mobile Games: Analyzing the Needs and Values of the Consumers (2010)The Design Principles for Flow Experience in Educational Games (2012)Information and Communication Technologies in Tourism 2014 (2013)Purposive Behavior in Animals and Men (1950)Wisdom of the Body (1978)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Social Conditions as Fundamental Causes of Health Inequalities: Theory, Evidence, and Policy Implications (2010)A Review of School Climate Research (2013)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The wear out effect of a game-based student response system (2014)
this work references cited by second hop

References

  • 1980A circumplex model of affect.16,320 cited
  • 2017A THEORY OF HUMAN MOTIVATION11,320 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2005GameFlow2,122 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2008Playing for Real998 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2019Digital Game-Based Learning656 cited
  • 2008Toward an understanding of flow in video games480 cited
  • 2006A continuous and objective evaluation of emotional experience with interactive play environments269 cited
  • 2004Using frustration in the design of adaptive videogames207 cited
  • 2008Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences181 cited

Cited by

  • 2010Correlation between heart rate, electrodermal activity and player experience in first-person shooter games377 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2014Immersion in Digital Games: Review of Gaming Experience Research218 cited
  • 2017Mood and learning in navigation-based serious games67 cited
  • 2019Kahoot! In an EFL Reading Class63 cited
  • 2014Engagement as a Volitional Construct63 cited
  • 2015User Experience of Educational Games: A Review of the Elements61 cited
  • 2010Emotions in Serious Games: From Experience to Assessment59 cited
  • 2015Moving Beyond Fun51 cited
  • 2016Processes and Models for Serious Game Design and Development47 cited
  • 2014Du game design au gamefulness : définir la gamification46 cited
  • 2019Expertise and engagement41 cited
  • 2016Comparison of similarity measures to differentiate players' actions and decision-making profiles in serious games analytics38 cited
  • 2016Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education36 cited
  • 2015Measuring Expert Performance for Serious Games Analytics: From Data to Insights36 cited
  • 2018Approaching Sustainability Learning Via Digital Serious Games35 cited
  • 2020MoM An Effort to Comprising CBT in Digital Gaming8 cited