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Social Network Games
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Social Network Games (2013)Social Network GamesDefining gamification (2012)Defining gamificationWho plays, how much, and why? Debunking the stereotypical gamer profile (2008)Who plays, how much, and why?…The Art of Game Design (2008)The Art of Game DesignCheating: gaining advantage in videogames (2008)Cheating: gaining advantage i…Cheating (2007)Cheating"Alone together?" (2006)"Alone together?"GameFlow (2005)GameFlowMental accounting matters (1999)Mental accounting mattersConsumption Self-Control by Rationing Purchase Quantities of Virtue and Vice (1998)Consumption Self-Control by R…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Anomalies: The Endowment Effect, Loss Aversion, and Status Quo Bias (1991)Anomalies: The Endowment Effe…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…Qualitative Analysis for Social Scientists (1987)Qualitative Analysis for Soci…Snowball Sampling: Problems and Techniques of Chain Referral Sampling (1981)Snowball Sampling: Problems a…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Enhancing perceived enjoyment in social games through social and gaming factors (2016)Enhancing perceived enjoyment…Mind in Society: The Development of Higher Psychological Processes (1978)Metaphors We Live By (2003)Techniques to Identify Themes (2003)Qualitative Content Analysis (2008)Theory Construction in Qualitative Research (2012)The Discovery of Grounded Theory (2017)Flow: The Psychology of Optimal Experience (1991)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Prospect Theory: An Analysis of Decision under Risk (1979)The Framing of Decisions and the Psychology of Choice (1981)Prospect theory: An analysis of decision under risk (1988)Time Discounting and Time Preference: A Critical Review (2002)A perspective on judgment and choice: Mapping bounded rationality. (2003)When and Why Incentives (Don't) Work to Modify Behavior (2011)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Theoretical Sensitivity: Advances in the Methodology of Grounded Theory (1978)Sampling hard to reach populations (1997)Snowball sampling: using social networks to research non‐heterosexual women (2005)Defining digital transformation: Results from expert interviews (2019)Choices, values, and frames. (1984)Status quo bias in decision making (1988)Loss Aversion in Riskless Choice: A Reference-Dependent Model (1991)Individual differences in reasoning: Implications for the rationality debate? (2000)Heuristics and Biases: The Psychology of Intuitive Judgment (2004)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification and Mobile Marketing Effectiveness (2016)Serious games and the gamification of tourism (2016)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)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)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1987Qualitative Analysis for Social Scientists12,237 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1981Snowball Sampling: Problems and Techniques of Chain Referral Sampling5,482 cited
  • 1991Anomalies: The Endowment Effect, Loss Aversion, and Status Quo Bias5,015 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
  • 1999Mental accounting matters3,344 cited
  • 2005GameFlow2,122 cited
  • 2008The Art of Game Design1,906 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2012Defining gamification1,155 cited
  • 1998Consumption Self-Control by Rationing Purchase Quantities of Virtue and Vice831 cited
  • 2006"Alone together?"778 cited
  • 2008Who plays, how much, and why? Debunking the stereotypical gamer profile706 cited
  • 2008Cheating: gaining advantage in videogames527 cited
  • 2007Cheating524 cited

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  • 2016Enhancing perceived enjoyment in social games through social and gaming factors101 cited