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Computer Game-Based Learning: Perceptions and Experiences of Senior Chinese Adults
16 references·1 citing·28 second hop
Computer Game-Based Learning: Perceptions and Experiences of Senior Chinese Adults (2011)Computer Game-Based Learning: Perceptions…Digital Game-Based Learning (2020)Digital Game-Based LearningSAGE Handbook of Mixed Methods in Social & Behavioral Research (2010)SAGE Handbook of Mixed Method…The ecology of games : connecting youth, games, and learning (2008)The ecology of games : connec…Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Beyond Self-Selection in Vide…Psychological Motives and Online Games Addiction: ATest of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents (2006)Psychological Motives and Onl…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …Digital divide: civic engagement, information poverty, and the Internet worldwide (2002)Digital divide: civic engagem…Digital Divide (2001)Digital DivideNet gain: Expanding markets through virtual communities (1999)Net gain: Expanding markets t…Net Gain: Expanding Markets Through Virtual Communities (1998)Net Gain: Expanding Markets T…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Motivation in Education: Theory, Research, and Applications (1995)Motivation in Education: Theo…Age differences in the performance of computer-based work. (1993)Age differences in the perfor…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Optimal experience in work and leisure. (1989)Optimal experience in work an…Adults video gaming: Key competences for a globalised society (2019)Adults video gaming: Key comp…The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Human-Machine Reconfigurations: Plans and Situated Actions (2006)What is Technological Pedagogical Content Knowledge (TPACK)? (2013)Teaching For Quality Learning At University (1999)Teaching For Quality Learning At University (1999)Expectancy–Value Theory of Achievement Motivation (2000)Digital divide research, achievements and shortcomings (2006)Democratic Deficit (2011)Cultural Backlash (2019)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Toward a Definition of Mixed Methods Research (2007)Journal article reporting standards for qualitative primary, qualitative meta-analytic, and mixed methods research in psychology: The APA Publications and Communications Board task force report. (2018)Value creation in E‐business (2001)Customer loyalty in e-commerce: an exploration of its antecedents and consequences (2002)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)Interactive Multimodal Learning Environments (2007)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Social Implications of the Internet (2001)Artificial Intelligence and Management: The Automation-Augmentation Paradox (2020)River Magic: Extraordinary Experience and the Extended Service Encounter (1993)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Toward a psychology of positive youth development. (2000)“Can you see the real me?” A self-based model of authentic leader and follower development (2005)Event tourism: Definition, evolution, and research (2007)
this work references cited by second hop

References

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  • 2007Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play

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318 cited
  • 1993Age differences in the performance of computer-based work.221 cited
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    • 2019Adults video gaming: Key competences for a globalised society22 cited