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Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game
12 references·2 citing·47 second hop
Engagement and EMG in Serious Gaming: Experimenting with Sound and Dynamics in the Levee Patroller Training Game (2008)Engagement and EMG in Serious Gaming: Exp…Balancing Pedagogy, Game and Reality Components Within a Unique Serious Game for Training Levee Inspection (2007)Balancing Pedagogy, Game and …Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Emotional response patterns and sense of presence during video games (2004)Emotional response patterns a…Death with a Story. (2004)Death with a Story.Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…The Creative Experiences Questionnaire (CEQ): a brief self-report measure of fantasy proneness (2001)The Creative Experiences Ques…The effects of sound and colour on responses to a computer game (2000)The effects of sound and colo…Audience engagement in multimedia presentations (1997)Audience engagement in multim…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…A description of the affective quality attributed to environments. (1980)A description of the affectiv…Learning Efficacy of the ‘Hazard Recognition’ Serious Game (2013)Learning Efficacy of the ‘Haz…Designing personalized therapeutic serious games for a pervasive assistive environment (2011)Designing personalized therap…Identity : Youth and Crisis. 1968 (1968)Identity—Youth and Crisis (1969)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept (2009)Foundations of Game-Based Learning (2015)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Motivation reconsidered: The concept of competence. (1959)Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Creation of Favorable User Perceptions: Exploring the Role of Intrinsic Motivation1 (1999)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Your Brain on ChatGPT: Accumulation of Cognitive Debt when Using an AI Assistant for Essay Writing Task (2025)Personality and Individual Differences (1985)Conceptions and Correlates of Openness to Experience (1997)Handbook of personality psychology (1997)Spiritual But Not Religious? Evidence for Two Independent Dispositions (2006)Structures of Personality and Their Relevance to Psychopathology: II. Further Articulation of a Comprehensive Unified Trait Structure (2008)Effects of advertising-evoked vicarious nostalgia on brand heritage (2012)Toward a consensual structure of mood. (1985)A Psychobiological Model of Temperament and Character (1993)The two general activation systems of affect: Structural findings, evolutionary considerations, and psychobiological evidence. (1999)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Online Video Game Therapy for Mental Health Concerns: A Review (2008)O' game, can you feel my frustration? (2009)Interpersonal Diagnosis of Personality (1957)Interpersonal Diagnosis of Personality (1957)An approach to environmental psychology (1974)A circumplex model of affect. (1980)Servicescapes: The Impact of Physical Surroundings on Customers and Employees (1992)Core affect and the psychological construction of emotion. (2003)Situated Learning (1991)Learning in immersive worlds: A review of game-based learning (2006)Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013)Gameplay Engagement and Learning in Game-Based Learning (2015)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Gamification of Learning: a Meta-analysis (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)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)From game design elements to gamefulness (2011)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
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References

  • 1990Flow: the psychology of optimal experience12,655 cited
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  • 2002Games, Motivation, and Learning: A Research and Practice Model3,480 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,864 cited
  • 1980A description of the affective quality attributed to environments.1,345 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design665 cited
  • 1997Audience engagement in multimedia presentations401 cited
  • 2001The Creative Experiences Questionnaire (CEQ): a brief self-report measure of fantasy proneness331 cited
  • 2004Death with a Story.292 cited
  • 2004Emotional response patterns and sense of presence during video games142 cited
  • 2000The effects of sound and colour on responses to a computer game126 cited
  • 2007Balancing Pedagogy, Game and Reality Components Within a Unique Serious Game for Training Levee Inspection57 cited

Cited by

  • 2011Designing personalized therapeutic serious games for a pervasive assistive environment28 cited
  • 2013Learning Efficacy of the ‘Hazard Recognition’ Serious Game22 cited

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