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Do you believe in magic? Computer games in everyday life
16 references·0 citing·33 second hop
Do you believe in magic? Computer games in everyday life (2008)Do you believe in magic? Computer games i…The Ambiguity of Play (2009)The Ambiguity of PlayGaming: essays on algorithmic culture (2007)Gaming: essays on algorithmic…Synthetic worlds: the business and culture of online games (2006)Synthetic worlds: the busines…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…The game, the player, the world: looking for a heart of gameness (2003)The game, the player, the wor…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Audiences: A Sociological Theory of Performance and Imagination (1998)Audiences: A Sociological The…The Study of Second Language Acquisition (1996)The Study of Second Language …The Study of Second Language Acquisition (1995)The Study of Second Language …Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…A Social Psychologist Discovers Chicago Sociology (1989)A Social Psychologist Discove…The Second Self: Computers and the Human Spirit (1986)The Second Self: Computers an…The second self: Computers and the human spirit (1985)The second self: Computers an…The Presentation of Self in Everyday Life. (1956)The Presentation of Self in E…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Social Identity Theory and the Organization (1989)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Users of the world, unite! The challenges and opportunities of Social Media (2009)Being and Nothingness (2022)Men and Their Work. (1959)Dyadic Business Relationships within a Business Network Context (1994)Customer Satisfaction and Word of Mouth (1998)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)The Presentation of Self in Everyday Life (2023)From game design elements to gamefulness (2011)Foundations of Game-Based Learning (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Learning Strategies in Second Language Acquisition (1990)Attitudes, Motivation, and Second Language Learning: A Meta–Analysis of Studies Conducted by Gardner and Associates (2003)ChatGPT for Language Teaching and Learning (2023)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)A RECIPE for Meaningful Gamification (2014)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Machines and Mindlessness: Social Responses to Computers (2000)Alone together: why we expect more from technology and less from each other (2011)What is AI Literacy? Competencies and Design Considerations (2020)How Languages Are Learned (1995)Effectiveness of L2 Instruction: A Research Synthesis and Quantitative Meta‐analysis (2000)FREQUENCY EFFECTS IN LANGUAGE PROCESSING (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)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
this work references cited by second hop

References

  • 1956The Presentation of Self in Everyday Life.26,021 cited
  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1989A Social Psychologist Discovers Chicago Sociology7,215 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1996The Study of Second Language Acquisition4,217 cited
  • 1995The Study of Second Language Acquisition3,168 cited
  • 1986The Second Self: Computers and the Human Spirit1,721 cited
  • 2009The Ambiguity of Play1,322 cited
  • 2006Synthetic worlds: the business and culture of online games1,192 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 1985The second self: Computers and the human spirit1,042 cited
  • 1998Audiences: A Sociological Theory of Performance and Imagination853 cited
  • 2007Gaming: essays on algorithmic culture689 cited
  • 2003The game, the player, the world: looking for a heart of gameness648 cited

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