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Playability and player experience research
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Playability and player experience research (2009)Playability and player experience researchThe psychophysiology of James Bond: Phasic emotional responses to violent video game events. (2008)The psychophysiology of James…Fundamentals of physiological computing (2008)Fundamentals of physiological…Flow and immersion in first-person shooters (2008)Flow and immersion in first-p…Exploring Behavioral Expressions of Player Experience in Digital Games (2008)Exploring Behavioral Expressi…Defining personas in games using metrics (2008)Defining personas in games us…D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games (2007)D3.3 : Game Experience Questi…"It is always a lot of fun!" (2007)"It is always a lot of fun!"A continuous and objective evaluation of emotional experience with interactive play environments (2006)A continuous and objective ev…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…A circumplex model of affect. (1980)A circumplex model of affect.Telling more than we can know: Verbal reports on mental processes. (1977)Flow: the psychology of optimal experience (1990)Affective Computing (1997)Identifying emotional states using keystroke dynamics (2011)A review of verbal and non-verbal human–robot interactive communication (2014)A survey of affective brain computer interfaces: principles, state-of-the-art, and challenges (2014)A revised version of the psychoticism scale (1985)The two general activation systems of affect: Structural findings, evolutionary considerations, and psychobiological evidence. (1999)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Measuring the experience of digital game enjoyment (2008)Player Performance, Satisfaction, and Video Game Enjoyment (2009)Video games, emotion, and emotion regulation: expanding the scope (2018)Making sense of low-level usage data to understand user activities (2004)Physiological indicators for the evaluation of co-located collaborative play (2004)Better Game Characters by Design (2006)Towards gameplay analysis via gameplay metrics (2009)Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Predicting player behavior in Tomb Raider: Underworld (2010)A grounded investigation of game immersion (2004)GameFlow (2005)People, places, and play (2008)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting (2008)Immersion in Digital Games: Review of Gaming Experience Research (2014)Designing qualitative research (1989)Experimental evaluation of five methods for collecting emotions in field settings with mobile applications (2007)Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010)Physiological and subjective evaluation of a human–robot object hand-over task (2011)The Principles of Psychology (1891)Hedges: A Study in Meaning Criteria and the Logic of Fuzzy Concepts (1975)The robust beauty of improper linear models in decision making. (1979)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Measuring emotion: The self-assessment manikin and the semantic differential (1994)An approach to environmental psychology (1974)Beyond boredom and anxiety (1975)The Player Engagement Process – An Exploration of Continuation Desire in Digital Games (2011)Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression. (2013)Affective Game Computing: A Survey (2023)Flow: The Psychology of Optimal Experience (1991)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)The Differential Susceptibility to Media Effects Model (2013)Gamification: A cognitive-emotional view (2018)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The wear out effect of a game-based student response system (2014)
this work references cited by second hop

References

  • 1980A circumplex model of affect.16,320 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2008Fundamentals of physiological computing608 cited
  • 2008Flow and immersion in first-person shooters327 cited
  • 2006A continuous and objective evaluation of emotional experience with interactive play environments269 cited
  • 2007D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games265 cited
  • 2007"It is always a lot of fun!"242 cited
  • 2008The psychophysiology of James Bond: Phasic emotional responses to violent video game events.196 cited
  • 2008Defining personas in games using metrics169 cited
  • 2008Exploring Behavioral Expressions of Player Experience in Digital Games41 cited

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