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SGameFlow framework: How to experience enjoyment in Serious Game (SG) for Motor Impaired Users (MIU)
16 references·0 citing·34 second hop
SGameFlow framework: How to experience enjoyment in Serious Game (SG) for Motor Impaired Users (MIU) (2012)SGameFlow framework: How to experience en…Digital Game-Based Learning (2020)Digital Game-Based LearningGame accessibility: a survey (2010)Game accessibility: a surveyStudents’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Toward an understanding of flow in video games (2008)Toward an understanding of fl…Serious games for higher education: a framework for reducing design complexity (2008)Serious games for higher educ…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Serious Games : An Overview (2007)Serious Games : An OverviewFlow in games (and everything else) (2007)Flow in games (and everything…GameFlow (2005)GameFlowUsing frustration in the design of adaptive videogames (2004)Using frustration in the desi…Effective affective user interface design in games (2003)Effective affective user inte…Digital game-based learning (2003)Digital game-based learningFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The flow experience and its significance for human psychology (1988)The flow experience and its s…What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)What Makes Things Fun to Lear…Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Assessment in and of Serious Games: An Overview (2013)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of e-learning technology acceptance: The role of user types and e-learning technology types (2011)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)From game design elements to gamefulness (2011)The benefits of playing video games. (2013)Digital game-based learning: Towards an experiential gaming model (2005)Serious Games: Games That Educate, Train, and Inform (2005)Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Making knowledge the basis of a dynamic theory of the firm (1996)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)The Scientific Research Potential of Virtual Worlds (2007)Technology acceptance model (TAM) and social media usage: an empirical study on Facebook (2014)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 meta-analysis of the cognitive and motivational effects of serious games. (2013)Foundations of Game-Based Learning (2015)The Gamification of Learning: a Meta-analysis (2019)Digital Natives, Digital Immigrants Part 1 (2001)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,652 cited
  • 1991Flow: The Psychology of Optimal Experience9,437 cited
  • 2003Digital game-based learning3,168 cited
  • 2020Digital Game-Based Learning2,900 cited
  • 2005GameFlow2,230 cited
  • 1988The flow experience and its significance for human psychology1,037 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2007Serious Games : An Overview946 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2008Toward an understanding of flow in video games480 cited
  • 1981What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games.434 cited
  • 2010Game accessibility: a survey379 cited
  • 2008Serious games for higher education: a framework for reducing design complexity317 cited
  • 2003Effective affective user interface design in games239 cited
  • 2004Using frustration in the design of adaptive videogames207 cited

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