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Measuring the flow experience of gamers: An evaluation of the DFS-2
16 references·16 citing·36 second hopsampled
Measuring the flow experience of gamers: An evaluation of the DFS-2 (2012)Measuring the flow experience of gamers: …Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis (2020)Best practices in exploratory…Play and Intrinsic Rewards (2014)Play and Intrinsic RewardsA First Course in Factor Analysis (2013)A First Course in Factor Anal…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Flow and Media Enjoyment (2004)Flow and Media EnjoymentStudent engagement in high school classrooms from the perspective of flow theory. (2003)Student engagement in high sc…Assessing Flow in Physical Activity: The Flow State Scale–2 and Dispositional Flow Scale–2 (2002)Assessing Flow in Physical Ac…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…A First Course in Factor Analysis (1993)A First Course in Factor Anal…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…Play and Intrinsic Rewards (1975)Play and Intrinsic RewardsOptimal Experience in Adult Learning: Conception and Validation of the Flow in Education Scale (EduFlow-2) (2021)Optimal Experience in Adult L…Games based learning in accounting education – which dimensions are the most relevant? (2021)Games based learning in accou…Influence of problem-based learning games on effective computer programming learning in higher education (2020)Influence of problem-based le…Play it again: how game-based learning improves flow in Accounting and Marketing education (2019)Play it again: how game-based…Gamification in Management Education: A Systematic Literature Review (2019)Gamification in Management Ed…An approach to evaluating the user experience of serious games (2019)An approach to evaluating the…Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation (2018)Individual differences in an …Exploring students' flow experiences in business simulation games (2018)Exploring students' flow expe…Do enhanced states exist? Boosting cognitive capacities through an action video-game (2018)Do enhanced states exist? Boo…The influence of flow on learning outcomes: An empirical study on the use of clickers (2017)The influence of flow on lear…Investigating the development of brand loyalty in brand communities from a positive psychology perspective (2017)Investigating the development…Intrinsic motivation of Chinese learning in predicting online learning self-efficacy and flow experience relevant to students’ learning progress (2017)Intrinsic motivation of Chine…Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience (2017)Acceptance of Game-Based Lear…The EduFlow Model: A Contribution Toward the Study of Optimal Learning Environments (2016)The EduFlow Model: A Contribu…Player–video game interaction: A systematic review of current concepts (2015)Player–video game interaction…Flow in gaming: literature synthesis and framework development (2014)Flow in gaming: literature sy…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Structural Equations with Latent Variables (1989)Structural Equations with Latent Variables. 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(1988)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Digital marketing: A framework, review and research agenda (2016)Apprenticeship in Thinking (1990)Apprenticeship in thinking: cognitive development in social context (1990)Research on Interest in Science: Theories, methods, and findings (2011)Revisiting the Conceptualization, Measurement, and Generation of Interest (2011)The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments (2012)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. 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References

  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives108,592 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2020Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis10,289 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2013A First Course in Factor Analysis4,527 cited
  • 1993A First Course in Factor Analysis3,512 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2003Student engagement in high school classrooms from the perspective of flow theory.1,236 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited
  • 2002Assessing Flow in Physical Activity: The Flow State Scale–2 and Dispositional Flow Scale–2798 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2004Flow and Media Enjoyment739 cited
  • 1975

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Play and Intrinsic Rewards
725 cited
  • 2014Play and Intrinsic Rewards601 cited
  • Cited by

    • 2015Player–video game interaction: A systematic review of current concepts160 cited
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    • 2019An approach to evaluating the user experience of serious games118 cited
    • 2019Gamification in Management Education: A Systematic Literature Review96 cited
    • 2019Play it again: how game-based learning improves flow in Accounting and Marketing education90 cited
    • 2018Exploring students' flow experiences in business simulation games87 cited
    • 2017The influence of flow on learning outcomes: An empirical study on the use of clickers73 cited
    • 2020Influence of problem-based learning games on effective computer programming learning in higher education73 cited
    • 2021Optimal Experience in Adult Learning: Conception and Validation of the Flow in Education Scale (EduFlow-2)72 cited
    • 2014Flow in gaming: literature synthesis and framework development71 cited
    • 2018Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation70 cited
    • 2017Investigating the development of brand loyalty in brand communities from a positive psychology perspective64 cited
    • 2016The EduFlow Model: A Contribution Toward the Study of Optimal Learning Environments61 cited
    • 2021Games based learning in accounting education – which dimensions are the most relevant?55 cited
    • 2017Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience53 cited
    • 2018Do enhanced states exist? Boosting cognitive capacities through an action video-game51 cited