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Measuring flow in gamification: Dispositional Flow Scale-2
16 references·16 citing·34 second hopsampled
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An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Handbook of Positive Psychology (2001)Handbook of Positive Psycholo…Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…The partial least squares approach for structural equation modeling. (1998)The partial least squares app…Modern Methods for Business Research (1998)Modern Methods for Business R…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Structural equation modeling in practice: A review and recommended two-step approach. (1988)Structural equation modeling …Practical Issues in Structural Modeling (1987)Practical Issues in Structura…Latent variable models: An introduction to factor, path, and structural analysis (1987)Latent variable models: An in…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow (2023)The impact of applying challe…Game on! A state-of-the-art overview of doing business with gamification (2023)Game on! A state-of-the-art o…Can gamification improve the virtual reality tourism experience? 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Investigating Axioms of the Complete State Model of Health. (2005)Positive Psychology Progress: Empirical Validation of Interventions. (2005)Significance tests and goodness of fit in the analysis of covariance structures. (1980)A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study (2003)Evaluating the Fit of Structural Equation Models: Tests of Significance and Descriptive Goodness-of-Fit Measures (2003)Scale Development Research (2006)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Comparative fit indexes in structural models. (1990)Alternative Ways of Assessing Model Fit (1992)Fit indices in covariance structure modeling: Sensitivity to underparameterized model misspecification. (1998)Sensitivity of Goodness of Fit Indexes to Lack of Measurement Invariance (2007)The Strength of Weak Ties (1973)Social Capital in the Creation of Human Capital (1988)Is There Social Capital in a Social Network Site?: Facebook Use and College Students' Life Satisfaction, Trust, and Participation (2009)A 61-million-person experiment in social influence and political mobilization (2012)Motivational, emotional, and behavioral correlates of fear of missing out (2013)Construct validity in psychological tests. (1955)Review of Psychometric theory (2nd ed.). (1979)The Commitment-Trust Theory of Relationship Marketing (1994)An assessment of the use of partial least squares structural equation modeling in marketing research (2011)PLS-SEM: Indeed a Silver Bullet (2011)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)User Acceptance of Information Technology: Toward A Unified View1 (2003)When to use and how to report the results of PLS-SEM (2018)Subjective well-being: Three decades of progress. (1999)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)On the Evaluation of Structural Equation Models (1988)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives108,592 cited
  • 1988Structural equation modeling in practice: A review and recommended two-step approach.41,858 cited
  • 1998The partial least squares approach for structural equation modeling.12,728 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2007The Benefits of Facebook “Friends:” Social Capital and College Students’ Use of Online Social Network Sites9,932 cited
  • 2001Handbook of Positive Psychology9,133 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 1998Modern Methods for Business Research6,534 cited
  • 1987Practical Issues in Structural Modeling5,797 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2007Understanding and Mitigating Uncertainty in Online Exchange Relationships: A Principal–Agent Perspective12,645 cited
  • 1987

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Latent variable models: An introduction to factor, path, and structural analysis
2,114 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • Cited by

    • 2017Gamification in the Workplace: The Central Role of the Aesthetic Experience329 cited
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    • 2019Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use301 cited
    • 2020Can gamification help to improve education? Findings from a longitudinal study301 cited
    • 2018Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?297 cited
    • 2020Self-Determination Theory in HCI Games Research: Current Uses and Open Questions268 cited
    • 2015Gamification and learning: a review of issues and research214 cited
    • 2021‘Go with the flow’ for gamification and sustainability marketing152 cited
    • 2021Gamification for educational purposes: What are the factors contributing to varied effectiveness?150 cited
    • 2018Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs147 cited
    • 2022The effects of personalized gamification on students’ flow experience, motivation, and enjoyment141 cited
    • 2018Gamification, quantified-self or social networking? Matching users’ goals with motivational technology136 cited
    • 2023Can gamification improve the virtual reality tourism experience? Analyzing the mediating role of tourism fatigue132 cited
    • 2023The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow121 cited
    • 2023Game on! A state-of-the-art overview of doing business with gamification113 cited
    • 2021A Bibliometric Analysis of Gamification Research102 cited