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Hooked! – Evaluating Engagement as Continuation Desire in Interactive Narratives
11 references·5 citing·36 second hop
Hooked! – Evaluating Engagement as Continuation Desire in Interactive Narratives (2011)Hooked! – Evaluating Engagement as Contin…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (2009)Play: How It Shapes the Brain…Emotion rating from short blog texts (2008)Emotion rating from short blo…A continuous and objective evaluation of emotional experience with interactive play environments (2006)A continuous and objective ev…GameFlow (2005)GameFlowA grounded investigation of game immersion (2004)A grounded investigation of g…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…How Relevant Is Your Choice? (2019)How Relevant Is Your Choice?Narratives with Robots: The Impact of Interaction Context and Individual Differences on Story Recall and Emotional Understanding (2017)Narratives with Robots: The I…Emotional Storytelling in the Classroom (2015)Emotional Storytelling in the…MACBETH (2013)MACBETHThe Player Engagement Process – An Exploration of Continuation Desire in Digital Games (2011)The Player Engagement Process…The Proof and Measurement of Association between Two Things (1904)Probabilistic Models for Some Intelligence and Attainment Tests (1961)Beyond boredom and anxiety (1975)Engagement in digital entertainment games: A systematic review (2011)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A social cognitive theory perspective (2020)Flow: The Psychology of Optimal Experience (1991)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2013)Designing qualitative research (1989)Affective Computing (1997)Experimental evaluation of five methods for collecting emotions in field settings with mobile applications (2007)Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010)Physiological and subjective evaluation of a human–robot object hand-over task (2011)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)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)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Social Media Use and Mental Health among Young Adults (2017)Gamification in Tourism (2013)The Elements of Play: Toward a Philosophy and a Definition of Play. (2014)Accessing the Inaccessible: Redefining Play as a Spectrum (2018)Exploring Paradox: Toward a More Comprehensive Guide (2000)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)The Concept of Flow (2014)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)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)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2005GameFlow2,122 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited
  • 2009Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul849 cited
  • 2006A continuous and objective evaluation of emotional experience with interactive play environments269 cited
  • 2008Emotion rating from short blog texts232 cited

Cited by

  • 2011The Player Engagement Process – An Exploration of Continuation Desire in Digital Games108 cited
  • 2015Emotional Storytelling in the Classroom104 cited
  • 2017Narratives with Robots: The Impact of Interaction Context and Individual Differences on Story Recall and Emotional Understanding51 cited
  • 2013MACBETH

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26 cited
  • 2019How Relevant Is Your Choice?14 cited