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Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games
16 references·16 citing·34 second hopsampled
Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games (2015)Points, stories, worlds, and diegesis: Co…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Principles and Practice of Structural Equation Modeling (2012)Principles and Practice of St…Principles and practice of structural equation modeling, 3rd ed. (2011)Principles and practice of st…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…The Art of Game Design (2008)The Art of Game DesignDesigning games with a purpose (2008)Designing games with a purposeThe long tail: why the future of business is selling less of more (2007)The long tail: why the future…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Principles and Practice of Structural Equation Modeling (1998)Principles and Practice of St…The dimensionality and correlates of flow in human-computer interactions (1993)The dimensionality and correl…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study (2023)Gamification and Soft Skills …Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment (2023)Explaining the Outcomes of So…How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing (2022)How do gamification mechanics…Gamifying an assessment method: what signals are organizations sending to applicants? (2022)Gamifying an assessment metho…Gamification is Working, but Which One Exactly? Results from an Experiment with Four Game Design Elements (2022)Gamification is Working, but …Does gamification engage users in online shopping? (2021)Does gamification engage user…Building blocks for creating enjoyable games—A systematic literature review (2021)Building blocks for creating …How can gamification be incorporated into disaster emergency planning? A systematic review of the literature (2020)How can gamification be incor…Gamified or traditional situational judgement test? A moderated mediation model of recommendation intentions via organizational attractiveness (2020)Gamified or traditional situa…Are applicants in favor of traditional or gamified assessment methods? Exploring applicant reactions towards a gamified selection method (2020)Are applicants in favor of tr…An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes (2019)An interdisciplinary perspect…A Model for Analyzing Diegesis in Digital Narrative Games (2019)A Model for Analyzing Diegesi…Getting it Right or Being Top Rank: Games in Citizen Science (2018)Getting it Right or Being Top…Exploring the relationships between gamification and motivational needs in technology design (2018)Exploring the relationships b…The Development and Evaluation of a Computer-Simulated Science Inquiry Environment Using Gamified Elements (2017)The Development and Evaluatio…Make-Believe in Gameful and Playful Design (2016)Make-Believe in Gameful and P…Flow: The Psychology of Optimal Experience (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Multidimensional Assessment of Emotion Regulation and Dysregulation: Development, Factor Structure, and Initial Validation of the Difficulties in Emotion Regulation Scale (2003)Structural Equation Modelling: Guidelines for Determining Model Fit (2008)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)POSITIVE PSYCHOLOGICAL CAPITAL: MEASUREMENT AND RELATIONSHIP WITH PERFORMANCE AND SATISFACTION (2007)Measurement invariance conventions and reporting: The state of the art and future directions for psychological research (2016)Assessing measurement model quality in PLS-SEM using confirmatory composite 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)Un sistema de clasificación de los diseños de investigación en psicología (2013)Confirmatory factor analysis with ordinal data: Comparing robust maximum likelihood and diagonally weighted least squares (2015)Consistent Partial Least Squares Path Modeling1 (2015)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 2012Principles and Practice of Structural Equation Modeling38,893 cited
  • 1998Principles and Practice of Structural Equation Modeling36,041 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2011Principles and practice of structural equation modeling, 3rd ed.5,287 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2007The long tail: why the future of business is selling less of more2,868 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2008The Art of Game Design1,906 cited
  • 2008Designing games with a purpose1,155 cited
  • 1993The dimensionality and correlates of flow in human-computer interactions1,103 cited
  • 2009

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The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing
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  • 2021Does gamification engage users in online shopping?81 cited
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  • 2020Are applicants in favor of traditional or gamified assessment methods? Exploring applicant reactions towards a gamified selection method65 cited
  • 2016Make-Believe in Gameful and Playful Design59 cited
  • 2019An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes51 cited
  • 2022How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing49 cited
  • 2020Gamified or traditional situational judgement test? A moderated mediation model of recommendation intentions via organizational attractiveness46 cited
  • 2020How can gamification be incorporated into disaster emergency planning? A systematic review of the literature45 cited
  • 2018Exploring the relationships between gamification and motivational needs in technology design44 cited
  • 2023Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment42 cited
  • 2023Gamification and Soft Skills Assessment in the Development of a Serious Game: Design and Feasibility Pilot Study37 cited
  • 2018Getting it Right or Being Top Rank: Games in Citizen Science31 cited
  • 2021Building blocks for creating enjoyable games—A systematic literature review28 cited
  • 2017The Development and Evaluation of a Computer-Simulated Science Inquiry Environment Using Gamified Elements26 cited
  • 2022Gamifying an assessment method: what signals are organizations sending to applicants?19 cited
  • 2019A Model for Analyzing Diegesis in Digital Narrative Games13 cited