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Player Character Engagement in Computer Games
16 references·0 citing·40 second hop
Player Character Engagement in Computer Games (2011)Player Character Engagement in Computer G…Simulating Minds (2006)Simulating MindsHalf-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…The Functional Architecture of Human Empathy (2004)The Functional Architecture o…A Touching Sight (2004)A Touching SightRules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Neural mechanisms of empathy in humans: A relay from neural systems for imitation to limbic areas (2003)Neural mechanisms of empathy …Narrative as virtual reality: immersion and interactivity in literature and electronic media (2001)Narrative as virtual reality:…Social Cognition: Making Sense of People (2000)Social Cognition: Making Sens…Social Cognition (1999)Social CognitionBasic Emotions (1999)Basic EmotionsThe media equation: how people treat computers, television, and new media like real people and places (1997)The media equation: how peopl…Engaging characters: fiction, emotion, and the cinema (1996)Engaging characters: fiction,…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Subjective probability: A judgment of representativeness (1972)Judgment under Uncertainty: Heuristics and Biases (1975)Human Inference: Strategies and Shortcomings of Social Judgment. (1983)The cognitive perspective: a valuable tool for answering entrepreneurship's basic “why” questions (2003)Antecedents and Consequences of Customer-Company Identification: Expanding the Role of Relationship Marketing. (2005)Social sources of information in opportunity recognition: Effects of mentors, industry networks, and professional forums (2006)The genetical evolution of social behaviour. I (1964)Mind in Society: The Development of Higher Psychological Processes (1978)Measuring individual differences in empathy: Evidence for a multidimensional approach. (1983)Empathic neural responses are modulated by the perceived fairness of others (2006)The Social Neuroscience of Empathy (2009)Meta-analytic evidence for common and distinct neural networks associated with directly experienced pain and empathy for pain (2010)Understanding motor events: a neurophysiological study (1992)Action recognition in the premotor cortex (1996)The chameleon effect: The perception–behavior link and social interaction. (1999)Both of Us Disgusted in My Insula (2003)A unifying view of the basis of social cognition (2004)Putting the Altruism Back into Altruism: The Evolution of Empathy (2007)A Theory of Cognitive Dissonance (1957)Judgment under Uncertainty: Heuristics and Biases (1974)Prospect Theory: An Analysis of Decision under Risk (1979)Imitation, Empathy, and Mirror Neurons (2008)An integrated theory of language production and comprehension (2013)The game, the player, the world: looking for a heart of gameness (2003)Serious games and the gamification of tourism (2016)Beyond Play (2007)There is No Magic Circle (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Machines and Mindlessness: Social Responses to Computers (2000)The Limited Capacity Model of Mediated Message Processing (2000)Toward a mechanistic psychology of dialogue (2004)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)Emotion recognition in human-computer interaction (2001)Different Emotional Reactions to Different Groups: A Sociofunctional Threat-Based Approach to "Prejudice". (2005)Are Emotions Natural Kinds? (2006)Toward a psychology of positive youth development. (2000)“Can you see the real me?” A self-based model of authentic leader and follower development (2005)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
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1997The media equation: how people treat computers, television, and new media like real people and places4,887 cited
  • 2004The Functional Architecture of Human Empathy3,398 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 1999Basic Emotions2,125 cited
  • 2003Neural mechanisms of empathy in humans: A relay from neural systems for imitation to limbic areas1,979 cited
  • 2006Simulating Minds1,489 cited
  • 2000Social Cognition: Making Sense of People1,072 cited
  • 2001Narrative as virtual reality: immersion and interactivity in literature and electronic media1,071 cited
  • 1984The Art of Computer Game Design919 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 2004A Touching Sight809 cited
  • 1999Social Cognition785 cited
  • 1996Engaging characters: fiction, emotion, and the cinema

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