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Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience
16 references·1 citing·42 second hop
Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Affective Ludology, Flow and Immersion in…Toward an understanding of flow in video games (2008)Toward an understanding of fl…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007)The Effects of Technological …Excessive Computer Game Playing: Evidence for Addiction and Aggression? (2007)Excessive Computer Game Playi…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation (2006)Phasic Emotional Reactions to…A continuous and objective evaluation of emotional experience with interactive play environments (2006)A continuous and objective ev…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…A grounded investigation of game immersion (2004)A grounded investigation of g…Violent Video Games and Hostile Expectations: A Test of the General Aggression Model (2002)Violent Video Games and Hosti…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale (1996)Development and Validation of…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…A circumplex model of affect. (1980)A circumplex model of affect.Beyond boredom and anxiety (1975)Beyond boredom and anxietyInformation Trails: In-Process Assessment of Game-Based Learning (2012)Information Trails: In-Proces…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)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)Goodness-of-fit indexes in confirmatory factor analysis: The effect of sample size. (1988)Les passions de l'âme: On obsessive and harmonious passion. (2003)The Concept of Flow (2014)The Varieties of Self-Transcendent Experience (2017)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)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Comparative fit indexes in structural models. (1990)Alternative Ways of Assessing Model Fit (1992)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Digital marketing: A framework, review and research agenda (2016)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)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)Subjective Well-Being (1984)Handbook of Positive Psychology (2001)Beyond Play (2007)There is No Magic Circle (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)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)
this work references cited by second hop

References

  • 1980A circumplex model of affect.16,320 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 1996Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale1,562 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 2007Excessive Computer Game Playing: Evidence for Addiction and Aggression?616 cited
  • 2002Violent Video Games and Hostile Expectations: A Test of the General Aggression Model615 cited
  • 2008Toward an understanding of flow in video games480 cited
  • 2007The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression276 cited
  • 2006A continuous and objective evaluation of emotional experience with interactive play environments

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269 cited
  • 2006Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation263 cited
  • Cited by

    • 2012Information Trails: In-Process Assessment of Game-Based Learning41 cited