SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
"It is always a lot of fun!"
7 references·16 citing·46 second hop
"It is always a lot of fun!" (2007)"It is always a lot of fun!"GameFlow (2005)GameFlowFundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…Using frustration in the design of adaptive videogames (2004)Using frustration in the desi…A grounded investigation of game immersion (2004)A grounded investigation of g…Rethinking the Focus Group in Media and Communications Research (1996)Rethinking the Focus Group in…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Focussed Interview and Focus Groups: Continuities and Discontinuities (1987)The Focussed Interview and Fo…Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) (2019)Measuring perceived challenge…A Survey on Psycho-Physiological Analysis & Measurement Methods in Multimodal Systems (2019)A Survey on Psycho-Physiologi…MEEGA+, Systematic Model to Evaluate Educational Games (2017)MEEGA+, Systematic Model to E…GameFlow in Different Game Genres and Platforms (2017)GameFlow in Different Game Ge…How to Evaluate Educational Games: a Systematic Literature Review. (2016)How to Evaluate Educational G…Immersion in Digital Games: Review of Gaming Experience Research (2014)Immersion in Digital Games: R…Not doing but thinking (2012)Not doing but thinkingContextual influences on mobile player experience – A game user experience model (2012)Contextual influences on mobi…The Player Engagement Process – An Exploration of Continuation Desire in Digital Games (2011)The Player Engagement Process…A Model for the Evaluation of Educational Games for Teaching Software Engineering (2011)A Model for the Evaluation of…Proposta de um Modelo de Avaliação de Jogos Educacionais (2010)Proposta de um Modelo de Aval…Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Affective Ludology, Flow and …Presence, Involvement, and Flow in Digital Games (2009)Presence, Involvement, and Fl…Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting (2008)Shared Fun Is Doubled Fun: Pl…People, places, and play (2008)People, places, and playMeasuring the experience of digital game enjoyment (2008)Measuring the experience of d…Homo Ludens: A Study of the Play-Element in Culture. (1951)The Aggression Questionnaire. (1992)The Aggression Questionnaire. (1992)Who but not where: The effect of social play on immersion in digital games (2013)All about that Base (2015)Families that play together stay together: Investigating family bonding through video games (2018)The Interaction of Cognitive and Physiological Determinants of Emotional State (1964)Affective Computing (1997)Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (2005)A review of the use of psychophysiological methods in game research (2011)Biofeedback game design (2011)Focus Groups: A Practical Guide for Applied Research (1989)The structural transformation of the public sphere: an inquiry into a category of bourgeois society (1990)Focus Groups as Qualitative Research (1997)Focusing on the Focus Group (2005)`Creative' visual methods in media research: possibilities, problems and proposals (2009)Culturally Responsive Focus Groups: Reframing the Research Experience to Focus on Participants (2011)Social Theory and Social Structure (1958)Medical Innovation: A Diffusion Study. (1967)Social Contagion and Innovation: Cohesion versus Structural Equivalence (1987)Overview of Focus Group Research (1995)The psychology of denial concerning climate mitigation measures: evidence from Swiss focus groups (2001)The Pitfalls and Promise of Focus Groups as a Data Collection Method (2015)Flow: The Psychology of Optimal Experience (1991)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)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)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile Games: Analyzing the Needs and Values of the Consumers (2010)The Design Principles for Flow Experience in Educational Games (2012)Information and Communication Technologies in Tourism 2014 (2013)The Presentation of Self in Everyday Life. (1956)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games (2014)Player–video game interaction: A systematic review of current concepts (2015)The Presentation of Self in Everyday Life (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)Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement (2014)First Person vs. Third Person Perspective in Digital Games (2015)Design Patterns for an Interactive Storytelling Robot to Support Children's Engagement and Agency (2020)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2005GameFlow2,122 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 1996Rethinking the Focus Group in Media and Communications Research555 cited
  • 1987The Focussed Interview and Focus Groups: Continuities and Discontinuities498 cited
  • 2004Using frustration in the design of adaptive videogames207 cited

Cited by

  • 2014Immersion in Digital Games: Review of Gaming Experience Research218 cited
  • 2008People, places, and play187 cited
  • 2008Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting168 cited
  • 2009Presence, Involvement, and Flow in Digital Games150 cited
  • 2008Measuring the experience of digital game enjoyment144 cited
  • 2010Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience137 cited
  • 2019Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)124 cited
  • 2012Not doing but thinking

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

120 cited
  • 2011The Player Engagement Process – An Exploration of Continuation Desire in Digital Games108 cited
  • 2012Contextual influences on mobile player experience – A game user experience model107 cited
  • 2019A Survey on Psycho-Physiological Analysis & Measurement Methods in Multimodal Systems77 cited
  • 2017MEEGA+, Systematic Model to Evaluate Educational Games76 cited
  • 2011A Model for the Evaluation of Educational Games for Teaching Software Engineering75 cited
  • 2017GameFlow in Different Game Genres and Platforms71 cited
  • 2010Proposta de um Modelo de Avaliação de Jogos Educacionais67 cited
  • 2016How to Evaluate Educational Games: a Systematic Literature Review.64 cited