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Flow and immersion in first-person shooters
7 references·16 citing·38 second hop
Flow and immersion in first-person shooters (2008)Flow and immersion in first-person shoote…A grounded investigation of game immersion (2004)A grounded investigation of g…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Manuscript Preparation (1997)Manuscript PreparationDevelopment 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 anxietyA Scoping Review of Flow Research (2022)A Scoping Review of Flow Rese…Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review (2020)Peripheral-physiological and …“Who Doesn’t Think about Technology When Designing Urban Environments for Older People?” A Case Study Approach to a Proposed Extension of the WHO’s Age-Friendly Cities Model (2019)“Who Doesn’t Think about Tech…Gamification: A cognitive-emotional view (2018)Gamification: A cognitive-emo…Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge (2018)Flow and Immersion in Video G…The Psychophysiology Primer: A Guide to Methods and a Broad Review with a Focus on Human–Computer Interaction (2016)The Psychophysiology Primer: …The relationship between character identification and flow state within video games (2015)The relationship between char…Serious games for emergency preparedness: Evaluation of an interactive vs. a non-interactive simulation of a terror attack (2015)Serious games for emergency p…Use of auditory event-related potentials to measure immersion during a computer game (2014)Use of auditory event-related…Neurophysiological correlates of cognitive absorption in an enactive training context (2014)Neurophysiological correlates…Dynamic difficulty using brain metrics of workload (2014)Dynamic difficulty using brai…A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)A systematic review of quanti…Putting Fun into Video Games for Older Adults (2012)Putting Fun into Video Games …Measuring the flow experience of gamers: An evaluation of the DFS-2 (2012)Measuring the flow experience…More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)More than a feeling: Measurem…Electroencephalographic Assessment of Player Experience (2010)Electroencephalographic Asses…A circumplex model of affect. 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(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)A review of sex differences in peer relationship processes: Potential trade-offs for the emotional and behavioral development of girls and boys. (2006)Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German (2006)Content Knowledge for Teaching (2008)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1997Manuscript Preparation3,915 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 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

Cited by

  • 2010More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game264 cited
  • 2018Gamification: A cognitive-emotional view246 cited
  • 2018Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge228 cited
  • 2014A systematic review of quantitative studies on the enjoyment of digital entertainment games211 cited
  • 2014Dynamic difficulty using brain metrics of workload148 cited
  • 2019“Who Doesn’t Think about Technology When Designing Urban Environments for Older People?” A Case Study Approach to a Proposed Extension of the WHO’s Age-Friendly Cities Model146 cited
  • 2012Measuring the flow experience of gamers: An evaluation of the DFS-2138 cited

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

2022
A Scoping Review of Flow Research
136 cited
  • 2015Serious games for emergency preparedness: Evaluation of an interactive vs. a non-interactive simulation of a terror attack130 cited
  • 2014Neurophysiological correlates of cognitive absorption in an enactive training context121 cited
  • 2016The Psychophysiology Primer: A Guide to Methods and a Broad Review with a Focus on Human–Computer Interaction111 cited
  • 2015The relationship between character identification and flow state within video games109 cited
  • 2010Electroencephalographic Assessment of Player Experience106 cited
  • 2020Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review96 cited
  • 2012Putting Fun into Video Games for Older Adults90 cited
  • 2014Use of auditory event-related potentials to measure immersion during a computer game85 cited