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A serious game using physiological interfaces for emotion regulation training in the context of financial decision-making
16 references·2 citing·48 second hop
A serious game using physiological interfaces for emotion regulation training in the context of financial decision-making (2012)A serious game using physiological interf…Video Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…Serious Games : An Overview (2007)Serious Games : An OverviewBeing Emotional During Decision Making—Good or Bad? an Empirical Investigation (2007)Being Emotional During Decisi…Games and Information: An Introduction to Game Theory (2006)Games and Information: An Int…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Fear and Greed in Financial Markets: A Clinical Study of Day-Traders (2005)Fear and Greed in Financial M…The somatic marker hypothesis: A neural theory of economic decision (2004)The somatic marker hypothesis…Individual differences in two emotion regulation processes: Implications for affect, relationships, and well-being. (2003)Individual differences in two…HARNESSING THE POWER OF GAMES IN EDUCATION (2003)HARNESSING THE POWER OF GAMES…Emotions in Economic Theory and Economic Behavior (2000)Emotions in Economic Theory a…The Emerging Field of Emotion Regulation: An Integrative Review (1998)The Emerging Field of Emotion…Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Seriously considering play: D…The Disposition to Sell Winners Too Early and Ride Losers Too Long: Theory and Evidence (1985)The Disposition to Sell Winne…A circumplex model of affect. (1980)A circumplex model of affect.Serious Games (1970)Serious GamesAssessing children's interpersonal emotion regulation with virtual agents: The serious game Emodiscovery (2018)Assessing children's interper…Affective patterns in serious games (2018)Affective patterns in serious…What Video Games Have to Teach Us about Learning and Literacy (2004)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Situated Cognition and the Culture of Learning (1989)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis (2006)Feeling and thinking: Preferences need no inferences. 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(1988)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Measuring emotion: The self-assessment manikin and the semantic differential (1994)Judgment under Uncertainty: Heuristics and Biases (1974)Judgment under Uncertainty: Heuristics and Biases (1975)The Framing of Decisions and the Psychology of Choice (1981)Social Decision-Making: Insights from Game Theory and Neuroscience (2007)Personality Psychology and Economics (2011)Attention and choice: A review on eye movements in decision making (2013)An Inventory for Measuring Depression (1961)The CES-D Scale (1977)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Know Thyself and Become What You Are: A Eudaimonic Approach to Psychological Well-Being (2006)Psychological Well-Being Revisited: Advances in the Science and Practice of Eudaimonia (2013)Prospect Theory: An Analysis of Decision under Risk (1979)Toward a positive theory of consumer choice (1980)Prospect theory: An analysis of decision under risk (1988)Are Investors Reluctant to Realize Their Losses? (1998)Trading Is Hazardous to Your Wealth: The Common Stock Investment Performance of Individual Investors (2000)All That Glitters: The Effect of Attention and News on the Buying Behavior of Individual and Institutional Investors (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)NONRESPONSE AND DELAYED RESPONSE TO COMPETITIVE MOVES: THE ROLES OF COMPETITOR DEPENDENCE AND ACTION IRREVERSIBILITY. 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References

  • 1980A circumplex model of affect.16,320 cited
  • 2003Individual differences in two emotion regulation processes: Implications for affect, relationships, and well-being.11,904 cited
  • 1998The Emerging Field of Emotion Regulation: An Integrative Review9,898 cited
  • 1985The Disposition to Sell Winners Too Early and Ride Losers Too Long: Theory and Evidence3,550 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2004The somatic marker hypothesis: A neural theory of economic decision1,984 cited
  • 2000Emotions in Economic Theory and Economic Behavior1,359 cited
  • 2006Games and Information: An Introduction to Game Theory1,188 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 1996Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games999 cited
  • 2007Serious Games : An Overview946 cited
  • 1970Serious Games921 cited
  • 2003HARNESSING THE POWER OF GAMES IN EDUCATION603 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 2007Being Emotional During Decision Making—Good or Bad? an Empirical Investigation

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322 cited
  • 2005Fear and Greed in Financial Markets: A Clinical Study of Day-Traders312 cited
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    • 2018Assessing children's interpersonal emotion regulation with virtual agents: The serious game Emodiscovery40 cited
    • 2018Affective patterns in serious games39 cited