this work references cited by second hopReferences
- 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
Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work