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Personality, motivation and video games
8 references·8 citing·45 second hop
Personality, motivation and video games (2010)Personality, motivation and video gamesViolent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Playing for Real (2008)Playing for RealThe Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games (2007)The Good, The Bad and the Ugl…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…A very brief measure of the Big-Five personality domains (2003)A very brief measure of the B…Reinterpreting the Myers‐Briggs Type Indicator From the Perspective of the Five‐Factor Model of Personality (1989)Reinterpreting the Myers‐Brig…Towards Game Translation User Research (2024)Towards Game Translation User…Enhancing Math-class Experience throughout Digital Game-based Learning, the case of Moroccan Elementary Public Schools (2021)Enhancing Math-class Experien…The Turkish Adaptation Study of the Gamification User Types Hexad Scale (2018)The Turkish Adaptation Study …How skill balancing impact the elderly player experience? (2016)How skill balancing impact th…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…All about that Base (2015)All about that BaseControl your game-self (2013)Control your game-selfA typology of human computation games: an analysis and a review of current games (2013)A typology of human computati…The role of transportation in the persuasiveness of public narratives. (2000)Games, Motivation, and Learning: A Research and Practice Model (2002)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Communication and Persuasion: Central and Peripheral Routes to Attitude Change (2015)Gamification for health and wellbeing: A systematic review of the literature (2016)Methods of Meta-Analysis (2004)A systematic literature review of empirical evidence on computer games and serious games (2012)The benefits of playing video games. (2013)Methods of Meta-Analysis: Correcting Error and Bias in Research Findings (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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(1955)Society and the Adolescent Self-Image (1965)Subjective Well-Being (1984)Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German (2006)The Mini-IPIP Scales: Tiny-yet-effective measures of the Big Five Factors of Personality. (2006)POSITIVE PSYCHOLOGICAL CAPITAL: MEASUREMENT AND RELATIONSHIP WITH PERFORMANCE AND SATISFACTION (2007)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Basic psychological need theory: Advancements, critical themes, and future directions (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1988)The maturing of gamification research (2017)Towards Personality-driven Persuasive Health Games and Gamified Systems (2017)Tailored gamification: A review of literature (2020)
this work references cited by second hop

References

  • 2003A very brief measure of the Big-Five personality domains8,796 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 2006Motivations for Play in Online Games2,961 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,233 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 2008Playing for Real1,043 cited
  • 1989Reinterpreting the Myers‐Briggs Type Indicator From the Perspective of the Five‐Factor Model of Personality1,040 cited
  • 2007The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games504 cited

Cited by

  • 2016Gamification User Types Hexad Scale677 cited
  • 2015All about that Base110 cited
  • 2013Control your game-self106 cited
  • 2018The Turkish Adaptation Study of the Gamification User Types Hexad Scale27 cited
  • 2013A typology of human computation games: an analysis and a review of current games25 cited
  • 2021Enhancing Math-class Experience throughout Digital Game-based Learning, the case of Moroccan Elementary Public Schools23 cited
  • 2024

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Towards Game Translation User Research
19 cited
  • 2016How skill balancing impact the elderly player experience?7 cited