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Is Game Immersion Just Another Form of Selective Attention? An Empirical Investigation of Real World Dissociation in Computer Game Immersion
16 references·0 citing·38 second hop
Is Game Immersion Just Another Form of Selective Attention? An Empirical Investigation of Real World Dissociation in Computer Game Immersion (2010)Is Game Immersion Just Another Form of Se…Digital Game-Based Learning (2020)Digital Game-Based LearningPerception and Communication (2016)Perception and CommunicationMeasuring and defining the experience of immersion in games (2008)Measuring and defining the ex…GameFlow (2005)GameFlowUnderstanding Media Enjoyment: The Role of Transportation Into Narrative Worlds (2004)Understanding Media Enjoyment…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Beyond Boredom and Anxiety: Experiencing Flow in Work and Play (2000)Beyond Boredom and Anxiety: E…Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Basics of qualitative researc…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Decision and stress (1971)Decision and stressInteraction of information in word recognition. (1969)Interaction of information in…Man, Play, and Games. (1963)Man, Play, and Games.Some Experiments on the Recognition of Speech, with One and with Two Ears (1953)Some Experiments on the Recog…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Researching Lived Experience: Human Science for an Action Sensitive Pedagogy (1990)Narrative Inquiry: Experience and Story in Qualitative Research (1999)Using thematic analysis in psychology (2006)Document Analysis as a Qualitative Research Method (2009)Seeking Qualitative Rigor in Inductive Research (2012)Individual Choice Behavior (1962)Uncertainty and Structure as Psychological Concepts (1964)The TRACE model of speech perception (1986)Dual coding theory: Retrospect and current status. (1991)From sensation to cognition (1998)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)The benefits of playing video games. (2013)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The cocktail party phenomenon revisited: The importance of working memory capacity (2001)Creativity, Intelligence, and Personality: A Critical Review of the Scattered Literature (2006)Working Memory Underpins Cognitive Development, Learning, and Education (2013)Impression management: A literature review and two-component model. (1990)A controlled-attention view of working-memory capacity. (2001)The magical number 4 in short-term memory: A reconsideration of mental storage capacity (2001)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 1998Basics of qualitative research : techniques and procedures for developing grounded theory38,622 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 2016Perception and Communication4,693 cited
  • 1953Some Experiments on the Recognition of Speech, with One and with Two Ears4,566 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1969Interaction of information in word recognition.2,155 cited
  • 2005GameFlow2,122 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 1971Decision and stress1,687 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2000Beyond Boredom and Anxiety: Experiencing Flow in Work and Play1,282 cited
  • 2004Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds

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