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Stirring up experience through movement in game play
6 references·3 citing·30 second hop
Stirring up experience through movement in game play (2008)Stirring up experience through movement i…Engagement with an Interactive Museum Exhibit (2007)Engagement with an Interactiv…Physiological indicators for the evaluation of co-located collaborative play (2004)Physiological indicators for …A grounded investigation of game immersion (2004)A grounded investigation of g…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow. The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Comparing usability and engagement between a serious game and a traditional online program (2016)Comparing usability and engag…Analyzing Art, Culture, and Design in the Digital Age (2015)Analyzing Art, Culture, and D…Applying Developmental Theory and Research to the Creation of Educational Games (2013)Applying Developmental Theory…Mind in Society: The Development of Higher Psychological Processes (1978)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Measuring and defining the experience of immersion in games (2008)Museoparks and re‐enchantment of the museum visits: an approach centred on visual ethnology (2012)Assessing the asymmetric impact of interpretation environment service quality on museum visitor experience and post-visit behavioral intentions: a case study of the National Palace Museum (2018)The origins of intelligence in children. (1952)What Video Games Have to Teach Us about Learning and Literacy (2004)AgeCI: HCI and Age Diversity (2014)Designing qualitative research (1989)Designing Qualitative Research (1990)Affective Computing (1997)Defining personas in games using metrics (2008)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)A review of the use of psychophysiological methods in game research (2011)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)The Measurement of Meaning (1957)Does the autistic child have a “theory of mind” ? (1985)Measuring emotion: The self-assessment manikin and the semantic differential (1994)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)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)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)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2004Physiological indicators for the evaluation of co-located collaborative play191 cited
  • 2007Engagement with an Interactive Museum Exhibit66 cited

Cited by

  • 2013Applying Developmental Theory and Research to the Creation of Educational Games37 cited
  • 2016Comparing usability and engagement between a serious game and a traditional online program36 cited
  • 2015Analyzing Art, Culture, and Design in the Digital Age7 cited

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