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Flow in games (and everything else)
2 references·16 citing·50 second hop
Flow in games (and everything else) (2007)Flow in games (and everything else)GameFlow (2005)GameFlowFlow: the psychology of optimal experience (1990)Flow: the psychology of optim…Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being (2021)Playing Video Games During th…Gamification in Science Education. A Systematic Review of the Literature (2021)Gamification in Science Educa…The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)The effects of a mobile gamif…The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)The Development and Validatio…Studying Gamification: The Effect of Rewards and Incentives on Motivation (2014)Studying Gamification: The Ef…Serious Games for education and training (2014)Serious Games for education a…Improving participation and learning with gamification (2013)Improving participation and l…Engaging Engineering Students with Gamification (2013)Engaging Engineering Students…Serious games and learning effectiveness: The case of It’s a Deal! (2011)Serious games and learning ef…Problem solving and collaboration using mobile serious games (2011)Problem solving and collabora…Mobile Games: Analyzing the Needs and Values of the Consumers (2010)Mobile Games: Analyzing the N…Short-term emotion assessment in a recall paradigm (2009)Short-term emotion assessment…Effectiveness of using a video game to teach a course in mechanical engineering (2009)Effectiveness of using a vide…Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback (2009)Dynamic Difficulty Adjustment…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…The Scientific Research Potential of Virtual Worlds (2007)The Scientific Research Poten…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts (2018)Need-supporting gamification in education: An assessment of motivational effects over time (2018)A circumplex model of affect. (1980)Affective Computing (1997)Emotion recognition in human-computer interaction (2001)Physiological signals based human emotion Recognition: a review (2011)Categorical and dimensional affect analysis in continuous input: Current trends and future directions (2012)A Novel Bi-Hemispheric Discrepancy Model for EEG Emotion Recognition (2020)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Understanding Attitudes and Predicting Social Behavior (1980)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)An investigation of the relationships among destination familiarity, destination image and future visit intention (2016)Influence of e-WOM engagement on consumer purchase intention in social commerce (2018)Diffusion of Innovations 1 (2019)Improving service quality, accountability and transparency of local government: The intervening role of information technology governance (2020)The Presentation of Self in Everyday Life. (1956)Identity : Youth and Crisis. 1968 (1968)The Evolution of Cooperation (1981)Strangers and friends (2006)Virtual worlds — past, present, and future: New directions in social computing (2009)My Life as a Night Elf Priest (2010)From game design elements to gamefulness (2011)Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)Testing Structural Equation Models. (1994)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)AMELIO (2017)Inducing individuals to engage in a gamified platform for environmental conservation (2020)Escape Rooms in STEM Teaching and Learning—Prospective Field or Declining Trend? A Literature Review (2021)Using thematic analysis in psychology (2006)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation (2023)Gamification of e-learning in higher education: a systematic literature review (2023)Organizational digital transformation: from evolution to future trends (2023)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)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2005GameFlow2,122 cited

Cited by

  • 2007The Scientific Research Potential of Virtual Worlds935 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2021Gamification in Science Education. A Systematic Review of the Literature644 cited
  • 2014Studying Gamification: The Effect of Rewards and Incentives on Motivation436 cited
  • 2010Mobile Games: Analyzing the Needs and Values of the Consumers388 cited
  • 2009Short-term emotion assessment in a recall paradigm368 cited
  • 2016The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)347 cited
  • 2013Improving participation and learning with gamification320 cited
  • 2021Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being316 cited
  • 2013Engaging Engineering Students with Gamification314 cited
  • 2011Serious games and learning effectiveness: The case of It’s a Deal!305 cited
  • 2014Serious Games for education and training281 cited
  • 2009Effectiveness of using a video game to teach a course in mechanical engineering

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267 cited
  • 2009Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback261 cited
  • 2017The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy254 cited
  • 2011Problem solving and collaboration using mobile serious games240 cited