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Positive Psychology and Digital Games: The Role of Emotions and Psychological Flow in Serious Games Development
16 references·0 citing·39 second hop
Positive Psychology and Digital Games: The Role of Emotions and Psychological Flow in Serious Games Development (2012)Positive Psychology and Digital Games: Th…Positive Psychology Progress: Empirical Validation of Interventions. (2005)Positive Psychology Progress:…Positive emotions broaden the scope of attention and thought‐action repertoires (2005)Positive emotions broaden the…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Digital game-based learning (2003)Digital game-based learningGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The role of positive emotions…Positive psychology: An introduction. (2000)Positive psychology: An intro…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)The effects of feedback inter…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Reflection, turning experience into learning (1985)Reflection, turning experienc…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Toward a Theory of Instruction (1966)Toward a Theory of InstructionHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…An Inventory for Measuring Depression (1961)The CES-D Scale (1977)Enhancing well‐being and alleviating depressive symptoms with positive psychology interventions: a practice‐friendly meta‐analysis (2009)Positive education: positive psychology and classroom interventions (2009)Gratitude and well-being: A review and theoretical integration (2010)Diagnostic and Statistical Manual of Mental Disorders (2013)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Emotion And Adaptation (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Handbook of Positive Psychology (2001)The Benefits of Frequent Positive Affect: Does Happiness Lead to Success? (2005)Conservation of Resources in the Organizational Context: The Reality of Resources and Their Consequences (2017)Handbook of Industrial and Organizational Psychology. (1977)A circumplex model of affect. (1980)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Assessment and Classroom Learning (1998)The Power of Feedback (2007)Focus on Formative Feedback (2008)Well-being : the foundations of hedonic psychology (1999)Subjective well-being: The science of happiness and a proposal for a national index. (2000)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Identity and agency in cultural worlds (1999)Gamification in theory and action: A survey (2014)Subjective well-being: Three decades of progress. (1999)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2001The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions.16,136 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
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  • 2005Positive Psychology Progress: Empirical Validation of Interventions.5,945 cited
  • 1996The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory.5,875 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1966Toward a Theory of Instruction4,504 cited
  • 1985Reflection, turning experience into learning3,950 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2005Positive emotions broaden the scope of attention and thought‐action repertoires3,517 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model

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3,211 cited
  • 2003Digital game-based learning3,104 cited
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