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Analyzing spatial user behavior in computer games using geographic information systems
7 references·0 citing·31 second hop
Analyzing spatial user behavior in computer games using geographic information systems (2009)Analyzing spatial user behavior in comput…Geographic information systems and science (2011)Geographic information system…Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Who plays, how much, and why?…People, places, and play (2008)People, places, and playDefining personas in games using metrics (2008)Defining personas in games us…A survey method for assessing perceptions of a game: The consumer playtest in game design. (2005)A survey method for assessing…Making sense of low-level usage data to understand user activities (2004)Making sense of low-level usa…Game design : theory and practice (2001)Game design : theory and prac…The Hawthorne Experiments: First Statistical Interpretation (1978)Management and the Worker (2003)Work Interrupted: A Closer Look at the Role of Interruptions in Organizational Life (2003)"You've Got E-Mail!" ... Shall I Deal With It Now? Electronic Mail From the Recipient's Perspective (2006)Towards gameplay analysis via gameplay metrics (2009)Evaluating the use of exploratory factor analysis in psychological research. (1999)Bowling alone: the collapse and revival of American community (2000)Prevalence, Severity, and Comorbidity of 12-Month DSM-IV Disorders in the National Comorbidity Survey Replication (2005)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)What Is eSports and Why Do People Watch It? (2017)Physiological indicators for the evaluation of co-located collaborative play (2004)Better Game Characters by Design (2006)Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Predicting player behavior in Tomb Raider: Underworld (2010)The Presentation of Self in Everyday Life. (1956)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Gamification. using game-design elements in non-gaming contexts (2011)Who but not where: The effect of social play on immersion in digital games (2013)Player–video game interaction: A systematic review of current concepts (2015)The Presentation of Self in Everyday Life (2023)Remote Sensing of the Environment: An Earth Resource Perspective (2000)Spatial accessibility of primary care: concepts, methods and challenges (2004)Spatial data analysis: theory and practice (2004)Inequality in the Built Environment Underlies Key Health Disparities in Physical Activity and Obesity (2006)The International Journal of Production Research (2013)The Origins of Scaling in Cities (2013)Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry (2007)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Imaginal and emotional experiences in pleasure-oriented IT usage: A hedonic consumption perspective (2013)
this work references cited by second hop

References

  • 2011Geographic information systems and science1,697 cited
  • 2008Who plays, how much, and why? Debunking the stereotypical gamer profile772 cited
  • 2001Game design : theory and practice366 cited
  • 2008People, places, and play187 cited
  • 2008Defining personas in games using metrics169 cited
  • 2005A survey method for assessing perceptions of a game: The consumer playtest in game design.102 cited
  • 2004Making sense of low-level usage data to understand user activities19 cited

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