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“I Feel Present. Therefore, I Experience Flow:” A Structural Equation Modeling Approach to Flow and Presence in Video Games
16 references·16 citing·42 second hopsampled
“I Feel Present. Therefore, I Experience Flow:” A Structural Equation Modeling Approach to Flow and Presence in Video Games (2011)“I Feel Present. Therefore, I Experience …The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception (2009)The Video Game Experience as …Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment (2008)Playing online games against …GameFlow (2005)GameFlowNeurocognitive mechanisms underlying the experience of flow (2004)Neurocognitive mechanisms und…Flow and Media Enjoyment (2004)Flow and Media EnjoymentThe Role of Flow Experience in Cyber-Game Addiction (2003)The Role of Flow Experience i…The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences (2003)The Influence of Goal-Directe…Structural Equation Modeling in the Communication Sciences, 1995-2000 (2002)Structural Equation Modeling …Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Optimal experience of Web activities (1999)Optimal experience of Web act…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…Optimal experience in work and leisure. (1989)Optimal experience in work an…The flow experience and its significance for human psychology (1988)The flow experience and its s…Decoding millennials and generation Z consumers' brand behaviors in the Metaverse: The relationships among avatar identification, self‐presence, and psychological dynamics (2024)Decoding millennials and gene…The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review (2022)The Effects of Sensory Cues o…A review and extension of the flow experience concept. Insights and directions for Tourism research (2021)A review and extension of the…The relationship between the skill-challenge balance, game expertise, flow and the urge to keep playing complex mobile games (2020)The relationship between the …Measuring flow experience in recreational participants: Scale development and validation (2020)Measuring flow experience in …Flow experiences in personalised e-learning environments and the role of gender and academic performance (2019)Flow experiences in personali…A meta-analysis of flow effects and the perception of time (2019)A meta-analysis of flow effec…Imagine, feel “there”, and flow! Immersive experiences on m-Facebook, and their affective and behavioural effects (2018)Imagine, feel “there”, and fl…Flow in e‐learning: What drives it and why it matters (2016)Flow in e‐learning: What driv…Exploring the relationship between information satisfaction and flow in the context of consumers’ online search (2016)Exploring the relationship be…The relationship between character identification and flow state within video games (2015)The relationship between char…Integrated Questionnaires (2015)Integrated QuestionnairesFlow in gaming: literature synthesis and framework development (2014)Flow in gaming: literature sy…A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)A systematic review of quanti…Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)Value Creation in the Video G…Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects (2012)Cultivation Effects of Video …Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Play, Flow, and the Online Search Experience (2004)Beyond the “Like” Button: The Impact of Mere Virtual Presence on Brand Evaluations and Purchase Intentions in Social Media Settings (2012)Gamification and Mobile Marketing Effectiveness (2016)Diffusion of Innovations 1 (2019)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Research in Organizational Behavior (1984)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Flow Online: Lessons Learned and Future Prospects (2009)Internet Addiction: A Systematic Review of Epidemiological Research for the Last Decade (2014)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Internet Users' Information Privacy Concerns (IUIPC): The Construct, the Scale, and a Causal Model (2004)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)Self-efficacy mechanism in human agency. (1982)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)The Varieties of Self-Transcendent Experience (2017)Optimal experience: Psychological studies of flow in consciousness. (1988)Engagement in digital entertainment games: A systematic review (2011)The Concept of Flow (2014)The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction (2019)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Comparative fit indexes in structural models. (1990)Alternative Ways of Assessing Model Fit (1992)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)Two conceptions of happiness: Contrasts of personal expressiveness (eudaimonia) and hedonic enjoyment. (1993)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)Student engagement in high school classrooms from the perspective of flow theory. (2003)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Positive education: positive psychology and classroom interventions (2009)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 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
  • 2005GameFlow2,122 cited
  • 1989Optimal experience in work and leisure.1,942 cited
  • 1993The dimensionality and correlates of flow in human-computer interactions1,103 cited
  • 1988The flow experience and its significance for human psychology1,037 cited
  • 1994Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction1,006 cited
  • 2003The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences746 cited
  • 2004Flow and Media Enjoyment739 cited
  • 2003The Role of Flow Experience in Cyber-Game Addiction497 cited
  • 1999Optimal experience of Web activities476 cited
  • 2009The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception459 cited
  • 2008Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment452 cited
  • 2004Neurocognitive mechanisms underlying the experience of flow

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423 cited
  • 2002Structural Equation Modeling in the Communication Sciences, 1995-2000358 cited
  • Cited by

    • 2013Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities346 cited
    • 2014A systematic review of quantitative studies on the enjoyment of digital entertainment games211 cited
    • 2015The relationship between character identification and flow state within video games109 cited
    • 2021A review and extension of the flow experience concept. Insights and directions for Tourism research102 cited
    • 2016Flow in e‐learning: What drives it and why it matters93 cited
    • 2014Flow in gaming: literature synthesis and framework development71 cited
    • 2016Exploring the relationship between information satisfaction and flow in the context of consumers’ online search60 cited
    • 2018Imagine, feel “there”, and flow! Immersive experiences on m-Facebook, and their affective and behavioural effects58 cited
    • 2022The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review51 cited
    • 2015Integrated Questionnaires49 cited
    • 2019Flow experiences in personalised e-learning environments and the role of gender and academic performance49 cited
    • 2019A meta-analysis of flow effects and the perception of time41 cited
    • 2020Measuring flow experience in recreational participants: Scale development and validation34 cited
    • 2012Cultivation Effects of Video Games: A Longer-Term Experimental Test of First- and Second-Order Effects33 cited
    • 2020The relationship between the skill-challenge balance, game expertise, flow and the urge to keep playing complex mobile games31 cited
    • 2024Decoding millennials and generation Z consumers' brand behaviors in the Metaverse: The relationships among avatar identification, self‐presence, and psychological dynamics24 cited