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Electroencephalographic Assessment of Player Experience
16 references·8 citing·35 second hop
Electroencephalographic Assessment of Player Experience (2010)Electroencephalographic Assessment of Pla…Theory of games and economic behavior (2019)Theory of games and economic …Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Half-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…A grounded investigation of game immersion (2004)A grounded investigation of g…The Video Game Theory Reader (2003)The Video Game Theory ReaderHandbook of Positive Psychology (2001)Handbook of Positive Psycholo…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale (1996)Development and Validation of…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Beyond boredom and anxiety (1975)Beyond boredom and anxietyHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Theory of Games and Economic Behavior (1945)Theory of Games and Economic …Zur Theorie der Gesellschaftsspiele (1928)Zur Theorie der Gesellschafts…Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review (2020)Peripheral-physiological and …Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ) (2018)Validation of two game experi…Gender Differences in Emotional Responses to Cooperative and Competitive Game Play (2014)Gender Differences in Emotion…An exploratory study using inexpensive electroencephalography (EEG) to understand flow experience in computer-based instruction (2014)An exploratory study using in…Older Adults' Engagement With a Video Game Training Program (2012)Older Adults' Engagement With…Exploiting Real-Time EEG Analysis for Assessing Flow in Games (2012)Exploiting Real-Time EEG Anal…Biofeedback game design (2011)Biofeedback game designA review of the use of psychophysiological methods in game research (2011)A review of the use of psycho…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Society and the Adolescent Self-Image (1965)The Satisfaction With Life Scale (1985)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Mental Illness and/or Mental Health? Investigating Axioms of the Complete State Model of Health. (2005)Positive Psychology Progress: Empirical Validation of Interventions. (2005)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Comparative fit indexes in structural models. (1990)Alternative Ways of Assessing Model Fit (1992)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Digital marketing: A framework, review and research agenda (2016)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)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)A Social Equilibrium Existence Theorem* (1952)Evolutionary games on graphs (2007)Multiagent systems: algorithmic, game-theoretic, and logical foundations (2009)Subjective well-being: Three decades of progress. (1999)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Toward a positive theory of consumer choice (1980)Prospect theory: An analysis of decision under risk (1988)Non-cooperative games (1989)Representative design and probabilistic theory in a functional psychology. (1955)Features of similarity. (1977)Evolutionary game dynamics (2003)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)
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References

  • 2019Theory of games and economic behavior16,630 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2001Handbook of Positive Psychology9,133 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 1945Theory of Games and Economic Behavior4,006 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 cited
  • 1928Zur Theorie der Gesellschaftsspiele2,580 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 1996Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale1,562 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion810 cited
  • 2003

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The Video Game Theory Reader
625 cited

Cited by

  • 2011A review of the use of psychophysiological methods in game research288 cited
  • 2011Biofeedback game design256 cited
  • 2018Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ)256 cited
  • 2014An exploratory study using inexpensive electroencephalography (EEG) to understand flow experience in computer-based instruction103 cited
  • 2020Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review96 cited
  • 2014Gender Differences in Emotional Responses to Cooperative and Competitive Game Play78 cited
  • 2012Older Adults' Engagement With a Video Game Training Program55 cited
  • 2012Exploiting Real-Time EEG Analysis for Assessing Flow in Games40 cited