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Play and the experience of interactive art
14 references·0 citing·33 second hop
Play and the experience of interactive art (2009)Play and the experience of interactive artPlaying and Reality (2012)Playing and RealityFrom technological to virtual art (2007)From technological to virtual…Collaborative analysis framework for evaluating interactive art experience (2006)Collaborative analysis framew…The Game Design Reader: A Rules of Play Anthology (2005)The Game Design Reader: A Rul…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Intimacy and embodiment (2000)Intimacy and embodimentDream Spaces: Memory and the Museum (2000)Dream Spaces: Memory and the …Communication and Community (2000)Communication and CommunityCONTINUOUS PROJECT ALTERED DAILY (1994)CONTINUOUS PROJECT ALTERED DA…Flow: the psychology of happiness (1992)Flow: the psychology of happi…The Reflective Practitioner: How Professionals Think in Action (1985)The Reflective Practitioner: …Playfulness: Its Relationship to Imagination and Creativity (1977)Playfulness: Its Relationship…Encounters: Two Studies in the Sociology of Interaction (1964)Encounters: Two Studies in th…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The Structure of Scientific Revolutions (1963)The Tourist: A New Theory of the Leisure Class. (1977)Madness and Civilization (2006)Flow in gaming: literature synthesis and framework development (2014)The effect of a persuasive social impact game on affective learning and attitude (2014)Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention (2018)Make-Believe: A Mediator of the Relationship between Play and Associative Fluency (1980)The nature of playfulness in young adults (2007)Pretend play, creativity, and emotion regulation in children. (2011)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)Effects of a secure attachment relationship on right brain development, affect regulation, and infant mental health (2001)Establishing and maintaining long-term human-computer relationships (2005)Parent–infant synchrony and the construction of shared timing; physiological precursors, developmental outcomes, and risk conditions (2007)Daily Well-Being: The Role of Autonomy, Competence, and Relatedness (2000)Motivation, Emotion, and Cognition (2004)Learning in immersive worlds: A review of game-based learning (2006)The Role and the Person (1978)Culture in Interaction (2003)The tourist experience (2005)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)‘People-work’: emotion management, stress and coping (2004)Weak Ties in Networked Communities (2005)Critiquing Community Engagement (2009)Teaching For Quality Learning At University (1999)Design science in information systems research (2004)Learning by Expanding (2014)Interacting: Art, research and the Creative Practitioner (2011)The participative turn in cultural policy: Paradigms, models, contexts (2018)The Work of Art in the Age of Artificial Intelligence: What Artists Can Teach Us About the Ethics of Data Practice (2019)
this work references cited by second hop

References

  • 1985The Reflective Practitioner: How Professionals Think in Action21,268 cited
  • 2012Playing and Reality6,619 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1964Encounters: Two Studies in the Sociology of Interaction1,531 cited
  • 1992Flow: the psychology of happiness745 cited
  • 1977Playfulness: Its Relationship to Imagination and Creativity542 cited
  • 2005The Game Design Reader: A Rules of Play Anthology351 cited
  • 2000Communication and Community164 cited
  • 2007From technological to virtual art159 cited
  • 2000Dream Spaces: Memory and the Museum110 cited
  • 1994CONTINUOUS PROJECT ALTERED DAILY73 cited
  • 2000Intimacy and embodiment46 cited
  • 2006Collaborative analysis framework for evaluating interactive art experience37 cited

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