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Effects of serious games on perceived team cohesiveness in a multi-user virtual environment
16 references·1 citing·48 second hop
Effects of serious games on perceived team cohesiveness in a multi-user virtual environment (2016)Effects of serious games on perceived tea…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …From game design elements to gamefulness (2011)From game design elements to …Handbook of Personality: Theory and Research (2008)Handbook of Personality: Theo…Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Communication and Trust in Global Virtual Teams (2006)Communication and Trust in Gl…Transformational leadership and team performance (2004)Transformational leadership a…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…The Relationship between Work-Team Personality Composition and the Job Performance of Teams (1999)The Relationship between Work…The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)The Big Five Trait taxonomy: …Composition, process, and performance in self-managed groups: The role of personality. (1997)Composition, process, and per…Personality measurement and employment decisions: Questions and answers. (1996)Personality measurement and e…The relation between group cohesiveness and performance: An integration. (1994)The relation between group co…Group Cohesion and Performance (1991)Group Cohesion and PerformancePersonality Structure: Emergence Of The 5-Factor Model (1990)Personality Structure: Emerge…Validation of the five-factor model of personality across instruments and observers. (1987)Validation of the five-factor…Serious Games (1970)Serious GamesEffects of social media empowerment on COVID-19 preventive behaviors in China (2023)Effects of social media empow…What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games : An Overview (2007)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)An alternative "description of personality": The Big-Five factor structure. (1990)THE BIG FIVE PERSONALITY DIMENSIONS AND JOB PERFORMANCE: A META‐ANALYSIS (1991)An Introduction to the Five‐Factor Model and Its Applications (1992)Handbook of Positive Psychology (2001)A very brief measure of the Big-Five personality domains (2003)Individual differences in two emotion regulation processes: Implications for affect, relationships, and well-being. 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References

  • 2011From game design elements to gamefulness10,427 cited
  • 1999The Big Five Trait taxonomy: History, measurement, and theoretical perspectives.7,993 cited
  • 2008Handbook of Personality: Theory and Research7,884 cited
  • 1987Validation of the five-factor model of personality across instruments and observers.6,455 cited
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  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,016 cited
  • 1994The relation between group cohesiveness and performance: An integration.1,398 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2006Communication and Trust in Global Virtual Teams942 cited
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  • 2004Transformational leadership and team performance636 cited
  • 1997Composition, process, and performance in self-managed groups: The role of personality.618 cited
  • 1996Personality measurement and employment decisions: Questions and answers.575 cited
  • 1991Group Cohesion and Performance535 cited

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  • 1999The Relationship between Work-Team Personality Composition and the Job Performance of Teams418 cited
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    • 2023Effects of social media empowerment on COVID-19 preventive behaviors in China6 cited