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Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning
16 references·16 citing·38 second hopsampled
Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning (2012)Correlating the effects of flow and telep…GameFlow (2005)GameFlowDigital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Factor Retention Decisions in Exploratory Factor Analysis: a Tutorial on Parallel Analysis (2004)Factor Retention Decisions in…E-Moderating (2004)E-ModeratingMeasuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction (1994)Task Characteristics and the …The dimensionality and correlates of flow in human-computer interactions (1993)The dimensionality and correl…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…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Optimal experience in work and leisure. (1989)Optimal experience in work an…Optimal experience: Psychological studies of flow in consciousness. (1988)Optimal experience: Psycholog…Beyond boredom and anxiety (1975)Beyond boredom and anxietyThe effects of personalized gamification on students’ flow experience, motivation, and enjoyment (2022)The effects of personalized g…A Scoping Review of Flow Research (2022)A Scoping Review of Flow Rese…What Drives Gift-giving Intention in Live Streaming? The Perspectives of Emotional Attachment and Flow Experience (2021)What Drives Gift-giving Inten…Living the Experience Before You Go . . . but Did It Meet Expectations? The Role of Virtual Reality during Hotel Bookings (2021)Living the Experience Before …Examining Tourism Consumers’ Attitudes and the Role of Sensory Information in Virtual Reality Experiences of a Tourist Destination (2021)Examining Tourism Consumers’ …The impact of representation media on customer engagement in tourism marketing among millennials (2019)The impact of representation …The effect of game–based immersive virtual reality learning environment on learning outcomes: designing an intrinsic integrated educational game for pre–class learning (2019)The effect of game–based imme…A dual model of product involvement for effective virtual reality: The roles of imagination, co-creation, telepresence, and interactivity (2018)A dual model of product invol…Obtaining a better understanding about travel-related purchase intentions among senior users of mobile social network sites (2017)Obtaining a better understand…Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness (2017)Is game-based learning better…Flow experience in game based learning – a systematic literature review (2017)Flow experience in game based…Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: an Exploratory Longitudinal Study (2017)Depression, Internet Gaming D…How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? (2016)How do presence, flow, and ch…Evolving the online customer experience … is there a role for online customer support? (2016)Evolving the online customer …Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration (2015)Integrating cluster and seque…E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow (2015)E-learning continuance: The i…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Self-efficacy: Toward a unifying theory of behavioral change. 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(1979)The Sources of Four Commonly Reported Cutoff Criteria (2006)Dimensionality assessment of ordered polytomous items with parallel analysis. (2011)El análisis factorial exploratorio de los ítems: una guía práctica, revisada y actualizada (2014)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Student engagement in high school classrooms from the perspective of flow theory. (2003)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. 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this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 cited
  • 2004Factor Retention Decisions in Exploratory Factor Analysis: a Tutorial on Parallel Analysis3,100 cited
  • 2004E-Moderating2,201 cited
  • 2005GameFlow2,122 cited
  • 1989Optimal experience in work and leisure.1,942 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 1988Optimal experience: Psychological studies of flow in consciousness.1,694 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 1993The dimensionality and correlates of flow in human-computer interactions1,103 cited

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  • 1994Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction1,006 cited
  • Cited by

    • 2018A dual model of product involvement for effective virtual reality: The roles of imagination, co-creation, telepresence, and interactivity290 cited
    • 2017Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness276 cited
    • 2021What Drives Gift-giving Intention in Live Streaming? The Perspectives of Emotional Attachment and Flow Experience253 cited
    • 2021Examining Tourism Consumers’ Attitudes and the Role of Sensory Information in Virtual Reality Experiences of a Tourist Destination217 cited
    • 2015E-learning continuance: The impact of interactivity and the mediating role of imagery, presence and flow199 cited
    • 2016Evolving the online customer experience … is there a role for online customer support?191 cited
    • 2015Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration181 cited
    • 2017Flow experience in game based learning – a systematic literature review180 cited
    • 2016How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game?161 cited
    • 2022The effects of personalized gamification on students’ flow experience, motivation, and enjoyment141 cited
    • 2022A Scoping Review of Flow Research136 cited
    • 2017Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: an Exploratory Longitudinal Study136 cited
    • 2021Living the Experience Before You Go . . . but Did It Meet Expectations? The Role of Virtual Reality during Hotel Bookings131 cited
    • 2019The effect of game–based immersive virtual reality learning environment on learning outcomes: designing an intrinsic integrated educational game for pre–class learning127 cited
    • 2017Obtaining a better understanding about travel-related purchase intentions among senior users of mobile social network sites120 cited
    • 2019The impact of representation media on customer engagement in tourism marketing among millennials118 cited