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Pervasive game flow
5 references·16 citing·35 second hop
Pervasive game flow (2007)Pervasive game flowGameFlow (2005)GameFlowUncle Roy all around you: mixing games and theatre on the city streets (2003)Uncle Roy all around you: mix…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…Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers (2023)Exploring the Impact of Gamif…Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment (2018)Investigating the Direct Impa…BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function (2018)BrainQuest: The use of motiva…Tolerance in Internet gaming disorder: A need for increasing gaming time or something else? (2017)Tolerance in Internet gaming …GameFlow in Different Game Genres and Platforms (2017)GameFlow in Different Game Ge…A framework for physiological indicators of flow in VR games: construction and preliminary evaluation (2016)A framework for physiological…Pervasive gaming: Status, trends and design principles (2015)Pervasive gaming: Status, tre…An English vocabulary learning support system for the learner’s sustainable motivation (2015)An English vocabulary learnin…Making work fun: Investigating antecedents of perceived enjoyment in human computation games for information sharing (2014)Making work fun: Investigatin…Flow in gaming: literature synthesis and framework development (2014)Flow in gaming: literature sy…Dynamic difficulty using brain metrics of workload (2014)Dynamic difficulty using brai…A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)A systematic review of quanti…Information and Communication Technologies in Tourism 2014 (2013)Information and Communication…Games for engaged learning of middle school children with special learning needs (2012)Games for engaged learning of…MuseumScrabble (2010)MuseumScrabbleiCat, the chess player: the influence of embodiment in the enjoyment of a game (2008)iCat, the chess player: the i…Measuring and defining the experience of immersion in games (2008)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Increasing Donating Behavior Through a Game for Change (2015)Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning (2016)Negative Emotion, Positive Experience? 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(1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Design for Engagement of Online Positive Psychology Interventions (2019)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)It is Really Not a Game: An Integrative Review of Gamification for Service Research (2022)Designing games with a purpose (2008)The benefits of playing video games. (2013)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)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)Real vs. immersive-virtual emotional experience: Analysis of psycho-physiological patterns in a free exploration of an art museum (2019)The Cognitive-Emotional Design and Study of Architectural Space: A Scoping Review of Neuroarchitecture and Its Precursor Approaches (2021)Event tourism: Definition, evolution, and research (2007)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2005GameFlow2,122 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2003Uncle Roy all around you: mixing games and theatre on the city streets37 cited

Cited by

  • 2013Information and Communication Technologies in Tourism 2014317 cited
  • 2014A systematic review of quantitative studies on the enjoyment of digital entertainment games211 cited
  • 2014Dynamic difficulty using brain metrics of workload148 cited
  • 2017Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?134 cited
  • 2016A framework for physiological indicators of flow in VR games: construction and preliminary evaluation119 cited
  • 2018Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment110 cited
  • 2012Games for engaged learning of middle school children with special learning needs102 cited
  • 2015Pervasive gaming: Status, trends and design principles85 cited
  • 2014Making work fun: Investigating antecedents of perceived enjoyment in human computation games for information sharing82 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2008iCat, the chess player: the influence of embodiment in the enjoyment of a game79 cited
  • 2014Flow in gaming: literature synthesis and framework development71 cited
  • 2017GameFlow in Different Game Genres and Platforms71 cited
  • 2023Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers65 cited
  • 2015An English vocabulary learning support system for the learner’s sustainable motivation61 cited
  • 2010MuseumScrabble55 cited
  • 2018BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function54 cited