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Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media.
16 references·7 citing·52 second hop
Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media. (2014)Eating ghosts: The underlying mechanisms …. MOOD MANAGEMENT: USING ENTERTAINMENT TO FULL ADVANTAGE (2015). MOOD MANAGEMENT: USING ENTE…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Defining Media Enjoyment as t…Children's Motivations for Video Game Play in the Context of Normal Development (2010)Children's Motivations for Vi…Games and Recovery (2009)Games and RecoveryAssessing the effectiveness of a large database of emotion-eliciting films: A new tool for emotion researchers (2009)Assessing the effectiveness o…Core affect and the psychological construction of emotion. (2003)Core affect and the psycholog…Mood Management via the Digital Jukebox (2002)Mood Management via the Digit…The role of transportation in the persuasiveness of public narratives. (2000)The role of transportation in…On Energy, Personality, and Health: Subjective Vitality as a Dynamic Reflection of Well‐Being (1997)On Energy, Personality, and H…Emotion elicitation using films (1995)Emotion elicitation using fil…A taxonomy of the emotions of literary response and a theory of identification in fictional narrative (1995)A taxonomy of the emotions of…Experimental inductions of emotional states and their effectiveness: A review (1994)Experimental inductions of em…Effects of responses to depression on the remediation of depressive affect. (1990)Effects of responses to depre…Mood Management Through Communication Choices (1988)Mood Management Through Commu…Using television to alleviate boredom and stress: Selective exposure as a function of induced excitational states (1984)Using television to alleviate…Developing interactive VR-based digital therapeutics for Acceptance and Commitment Therapy (ACT): a structured framework for the digital transformation integrating gamification and multimodal arts (2025)Developing interactive VR-bas…Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction (2022)Virtual reality technology an…Hedonic Consumption in Times of Stress: Reaping the Emotional Benefits Without the Self-Regulatory Cost (2022)Hedonic Consumption in Times …Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students (2021)Stress-Reducing Effects of Pl…Video games, emotion, and emotion regulation: expanding the scope (2018)Video games, emotion, and emo…Media-induced recovery: The effects of positive versus negative media stimuli on recovery experience, cognitive performance, and energetic arousal. (2015)Media-induced recovery: The e…The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment (2014)The winner takes it all: The …The nature of explanation (1943)The Mirror and the Lamp: Romantic Theory and the Critical Tradition. (1955)Actual Minds, Possible Worlds. (1986)Why Fiction May be Twice as True as Fact: Fiction as Cognitive and Emotional Simulation (1999)A Theory of Narrative Empathy (2006)Exploring the link between reading fiction and empathy: Ruling out individual differences and examining outcomes (2009)A Theory of Cognitive Dissonance (1957)Social psychophysiology : a sourcebook (1983)Who plays, how much, and why? 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References

  • 2003Core affect and the psychological construction of emotion.6,111 cited
  • 2000The role of transportation in the persuasiveness of public narratives.4,849 cited
  • 1997On Energy, Personality, and Health: Subjective Vitality as a Dynamic Reflection of Well‐Being2,752 cited
  • 1995Emotion elicitation using films2,179 cited
  • 2009Assessing the effectiveness of a large database of emotion-eliciting films: A new tool for emotion researchers868 cited
  • 1988Mood Management Through Communication Choices756 cited
  • 1990Effects of responses to depression on the remediation of depressive affect.645 cited
  • 2010Defining Media Enjoyment as the Satisfaction of Intrinsic Needs611 cited
  • 1995A taxonomy of the emotions of literary response and a theory of identification in fictional narrative555 cited
  • 1994Experimental inductions of emotional states and their effectiveness: A review541 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2010Children's Motivations for Video Game Play in the Context of Normal Development444 cited
  • 2015. MOOD MANAGEMENT: USING ENTERTAINMENT TO FULL ADVANTAGE403 cited
  • 1984Using television to alleviate boredom and stress: Selective exposure as a function of induced excitational states333 cited

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  • 2002Mood Management via the Digital Jukebox311 cited
  • 2009Games and Recovery280 cited
  • Cited by

    • 2018Video games, emotion, and emotion regulation: expanding the scope150 cited
    • 2014The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment120 cited
    • 2022Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction120 cited
    • 2021Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students61 cited
    • 2015Media-induced recovery: The effects of positive versus negative media stimuli on recovery experience, cognitive performance, and energetic arousal.28 cited
    • 2022Hedonic Consumption in Times of Stress: Reaping the Emotional Benefits Without the Self-Regulatory Cost15 cited
    • 2025Developing interactive VR-based digital therapeutics for Acceptance and Commitment Therapy (ACT): a structured framework for the digital transformation integrating gamification and multimodal arts9 cited