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Player Performance, Satisfaction, and Video Game Enjoyment
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Player Performance, Satisfaction, and Video Game Enjoyment (2009)Player Performance, Satisfaction, and Vid…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…The psychophysiology of James Bond: Phasic emotional responses to violent video game events. (2008)The psychophysiology of James…Identification with the Player Character as Determinant of Video Game Enjoyment (2007)Identification with the Playe…Appeal of Playing Online First Person Shooter Games (2007)Appeal of Playing Online Firs…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Effectance, self-efficacy, and the motivation to play video games (2006)Effectance, self-efficacy, an…Flow and Media Enjoyment (2004)Flow and Media EnjoymentEnjoyment: At the Heart of Media Entertainment (2004)Enjoyment: At the Heart of Me…Explaining the enjoyment of playing video games: the role of competition (2003)Explaining the enjoyment of p…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…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…Self-discrepancy: A theory relating self and affect. (1987)Self-discrepancy: A theory re…An attributional theory of achievement motivation and emotion. (1985)An attributional theory of ac…Motivation and Emotion (1965)Motivation and EmotionGeneralized expectancies for internal versus external control of reinforcement. (1966)Psychological stress and the coping process (1966)Learned helplessness in humans: Critique and reformulation. (1978)Emotional Intelligence (1990)Expectancy–Value Theory of Achievement Motivation (2000)Motivational Beliefs, Values, and Goals (2002)Intrinsic Motivation and Self-Determination in Human Behavior (1985)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)Mass Communication and Para-Social Interaction (1956)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Entertainment as Pleasurable and Meaningful: Identifying Hedonic and Eudaimonic Motivations for Entertainment Consumption (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)The Differential Susceptibility to Media Effects Model (2013)Optimal experience: Psychological studies of flow in consciousness. (1988)Finding flow: the psychology of engagement with everyday life (1997)Engagement in digital entertainment games: A systematic review (2011)The Concept of Flow (2014)The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction (2019)An Inventory for Measuring Depression (1961)Society and the Adolescent Self-Image (1965)The self and social behavior in differing cultural contexts. (1989)Core affect and the psychological construction of emotion. (2003)A Theory of Cognitive Dissonance (2017)The psychology of interpersonal relations. (1958)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Gender and Computer Games: Exploring Females' Dislikes (2006)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)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)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.46,804 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
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  • 2004Enjoyment: At the Heart of Media Entertainment981 cited
  • 2004Flow and Media Enjoyment739 cited
  • 2003Explaining the enjoyment of playing video games: the role of competition466 cited
  • 1965Motivation and Emotion280 cited
  • 2007Appeal of Playing Online First Person Shooter Games274 cited
  • 2007Identification with the Player Character as Determinant of Video Game Enjoyment226 cited
  • 2008The psychophysiology of James Bond: Phasic emotional responses to violent video game events.196 cited

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  • 2006Effectance, self-efficacy, and the motivation to play video games164 cited
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