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Digital Games and Escapism
16 references·2 citing·32 second hop
Digital Games and Escapism (2010)Digital Games and EscapismDifference and Repetition (2013)Difference and RepetitionBeyond Play (2007)Beyond PlaySynthetic worlds: the business and culture of online games (2006)Synthetic worlds: the busines…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Narrative as virtual reality: immersion and interactivity in literature and electronic media (2001)Narrative as virtual reality:…Becoming virtual: reality in the digital age (1998)Becoming virtual: reality in …Difference and repetition (1994)Difference and repetitionFlow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Grasshopper: Games, Life and Utopia (1978)The Grasshopper: Games, Life …The Grasshopper (1978)The GrasshopperMan, Play, and Games. (1963)Man, Play, and Games.Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion (2022)Gift of fantasy: investigatin…The 360° Gaze (2021)The 360° GazeSituated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Internet Addiction: The Emergence of a New Clinical Disorder (1998)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The Scientific Research Potential of Virtual Worlds (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)The sociomateriality of organisational life: considering technology in management research (2009)Liberatory Postmodernism and the Reenchantment of Consumption (1995)Human geography without scale (2005)Toward a Global Idea of Race (2010)There is No Magic Circle (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)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)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)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
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  • 1994Difference and repetition6,721 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 1963Man, Play, and Games.1,310 cited
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  • 2001Narrative as virtual reality: immersion and interactivity in literature and electronic media1,069 cited
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  • 2013Difference and Repetition538 cited
  • 1998Becoming virtual: reality in the digital age506 cited
  • 2007Beyond Play432 cited

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  • 2022Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion13 cited
  • 2021The 360° Gaze11 cited