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The relationship between character identification and flow state within video games
16 references·7 citing·33 second hop
The relationship between character identification and flow state within video games (2015)The relationship between character identi…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Toward an understanding of flow in video games (2008)Toward an understanding of fl…The Satisfaction With Life Scale and the emerging construct of life satisfaction (2008)The Satisfaction With Life Sc…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Flow in games (and everything else) (2007)Flow in games (and everything…GameFlow (2005)GameFlowEngaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Flow and Media Enjoyment (2004)Flow and Media EnjoymentA grounded investigation of game immersion (2004)A grounded investigation of g…The Role of Flow Experience in Cyber-Game Addiction (2003)The Role of Flow Experience i…Individual differences in narcissism: Inflated self-views across the lifespan and around the world (2003)Individual differences in nar…Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Defining Identification: A Th…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…The Satisfaction With Life Scale (1985)The Satisfaction With Life Sc…Character identification is predicted by narrative transportation, immersive tendencies, and interactivity (2022)Character identification is p…Narrative and aesthetics as antecedents of perceived learning in serious games (2020)Narrative and aesthetics as a…Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be Like an Avatar (2020)Gaming Avatar Can Influence S…Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes (2019)Mobile game-based learning in…The influence of audience characteristics on the effectiveness of brand placement memory (2018)The influence of audience cha…Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories (2017)Impact of avatar identificati…The Aesthetic Experience, Flow, and Smart Technology: Viewing Art in a Virtual Environment (2016)The Aesthetic Experience, Flo…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)An Inventory for Measuring Depression (1961)Subjective well-being: Three decades of progress. (1999)New Measures of Well-Being (2009)Subjective Well-Being: A General Overview (2009)The relationship between cell phone use, academic performance, anxiety, and Satisfaction with Life in college students (2013)Mass Communication and Para-Social Interaction (1956)Identity : Youth and Crisis. 1968 (1968)Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds (2004)Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Measuring Narrative Engagement (2009)Mind, Self, and Society (2015)Society and the Adolescent Self-Image (1965)Social Indicators of Well-Being (1976)Subjective Well-Being (1984)Handbook of Positive Psychology (2001)Individual differences in two emotion regulation processes: Implications for affect, relationships, and well-being. (2003)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)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)Designing games with a purpose (2008)The benefits of playing video games. (2013)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)Event tourism: Definition, evolution, and research (2007)
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References

  • 1985The Satisfaction With Life Scale31,725 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2008The Satisfaction With Life Scale and the emerging construct of life satisfaction2,395 cited
  • 2005GameFlow2,122 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 2001Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters1,926 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 2004A grounded investigation of game immersion1,193 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited
  • 2004Flow and Media Enjoyment739 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2003Individual differences in narcissism: Inflated self-views across the lifespan and around the world614 cited
  • 2003The Role of Flow Experience in Cyber-Game Addiction497 cited

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  • 2008Toward an understanding of flow in video games480 cited
  • Cited by

    • 2017Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories141 cited
    • 2019Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes103 cited
    • 2020Narrative and aesthetics as antecedents of perceived learning in serious games52 cited
    • 2020Gaming Avatar Can Influence Sustainable Healthy Lifestyle: Be Like an Avatar43 cited
    • 2018The influence of audience characteristics on the effectiveness of brand placement memory23 cited
    • 2022Character identification is predicted by narrative transportation, immersive tendencies, and interactivity20 cited
    • 2016The Aesthetic Experience, Flow, and Smart Technology: Viewing Art in a Virtual Environment3 cited