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Understanding Online Game Addiction: Connection between Presence and Flow
8 references·3 citing·50 second hop
Understanding Online Game Addiction: Connection between Presence and Flow (2009)Understanding Online Game Addiction: Conn…Can Robots Manifest Personality?: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human–Robot Interaction (2006)Can Robots Manifest Personali…Can a Robot Be Perceived as a Developing Creature?. (2005)Can a Robot Be Perceived as a…Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Why People Continue to Play O…Violent Virtual Video Games and Hostile Thoughts (2004)Violent Virtual Video Games a…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction (1994)Task Characteristics and the …Flow in Computer-Mediated Communication (1992)Flow in Computer-Mediated Com…Beyond boredom and anxiety (1975)Beyond boredom and anxietyImmersion, Flow and Usability in video games (2021)Immersion, Flow and Usability…Understanding compulsive smartphone use: An empirical test of a flow-based model (2017)Understanding compulsive smar…Interacting with the Music Paint Machine: Relating the constructs of flow experience and presence (2012)Interacting with the Music Pa…Flow: the psychology of optimal experience (1990)The Tacit Dimension (1997)Interactive technologies in the instrumental music classroom: A longitudinal study with the Music Paint Machine (2013)Dalcroze meets technology: integrating music, movement and visuals with the Music Paint Machine (2017)A meta-analysis of flow effects and the perception of time (2019)Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis (2020)Minds, brains, and programs (1980)Personality Structure: Emergence Of The 5-Factor Model (1990)Affective Computing (1997)Measurement Instruments for the Anthropomorphism, Animacy, Likeability, Perceived Intelligence, and Perceived Safety of Robots (2008)Nonhumans in Social Interaction (2009)Celebrity's self-disclosure on Twitter and parasocial relationships: A mediating role of social presence (2015)Significance tests and goodness of fit in the analysis of covariance structures. 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(1992)Aggression: Its Causes, Consequences, and Control (1993)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts (2006)The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept (2009)Gender, Simulation, and Gaming: Research Review and Redirections (2010)Job Demands, Job Decision Latitude, and Mental Strain: Implications for Job Redesign (1979)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)
this work references cited by second hop

References

  • 1975Beyond boredom and anxiety5,708 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 1994Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction1,048 cited
  • 1992Flow in Computer-Mediated Communication896 cited
  • 2004Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents683 cited
  • 2006Can Robots Manifest Personality?: An Empirical Test of Personality Recognition, Social Responses, and Social Presence in Human–Robot Interaction609 cited
  • 2005Can a Robot Be Perceived as a Developing Creature?.144 cited
  • 2004Violent Virtual Video Games and Hostile Thoughts131 cited

Cited by

  • 2017Understanding compulsive smartphone use: An empirical test of a flow-based model102 cited
  • 2012Interacting with the Music Paint Machine: Relating the constructs of flow experience and presence45 cited
  • 2021Immersion, Flow and Usability in video games24 cited

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