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Attention, time perception and immersion in games
8 references·1 citing·38 second hop
Attention, time perception and immersion in games (2013)Attention, time perception and immersion …Not doing but thinking (2012)Not doing but thinkingIn-game: from immersion to incorporation (2012)In-game: from immersion to in…Time perception, immersion and music in videogames (2010)Time perception, immersion an…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Engagement with an Interactive Museum Exhibit (2007)Engagement with an Interactiv…Time Distortion for Expert and Novice Online Game Players (2006)Time Distortion for Expert an…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…A grounded investigation of game immersion (2004)A grounded investigation of g…Impacts of Immersive Technologies on Service Prototyping : Investigating the performance, experience, and acceptance of different service prototype forms (2020)Impacts of Immersive Technolo…The Psychology of the Child (1969)Mind in Society: The Development of Higher Psychological Processes (1978)Stirring up experience through movement in game play (2008)Engaging Visitors in Museums with Technology: Scales for the Measurement of Visitor and Multimedia Guide Experience (2011)Play, Dreams And Imitation In Childhood (2013)Beyond boredom and anxiety (1975)Flow: the psychology of optimal experience (1990)Life on the Screen: Identity in the Age of the Internet (1997)Flow Online: Lessons Learned and Future Prospects (2009)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective (2017)Unskilled and unaware of it: How difficulties in recognizing one's own incompetence lead to inflated self-assessments. (1999)Paradigms of games research in HCI (2014)Reflective Practitioner (2014)The Convergence of Player Experience Questionnaires (2016)“An Odd Kind of Pleasure” (2018)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)A systematic literature review of empirical evidence on computer games and serious games (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016)The pleasure principle (2000)GameFlow (2005)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)From Intentions to Actions: A Theory of Planned Behavior (1985)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)The Principles of Psychology (1891)Flow: The Psychology of Optimal Experience (1991)Who but not where: The effect of social play on immersion in digital games (2013)Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction (2022)Immersion in Digital Games: Review of Gaming Experience Research (2014)Understanding Video Game Music (2016)Deceitful Media (2021)
this work references cited by second hop

References

  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 2004A grounded investigation of game immersion1,337 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion836 cited
  • 2012In-game: from immersion to incorporation396 cited
  • 2006Time Distortion for Expert and Novice Online Game Players171 cited
  • 2010Time perception, immersion and music in videogames137 cited
  • 2012Not doing but thinking120 cited
  • 2007Engagement with an Interactive Museum Exhibit68 cited

Cited by

  • 2020Impacts of Immersive Technologies on Service Prototyping : Investigating the performance, experience, and acceptance of different service prototype forms6 cited

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