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How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game?
16 references·16 citing·42 second hopsampled
How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? (2016)How do presence, flow, and character iden…Game-based Learning and 21st century skills: A review of recent research (2016)Game-based Learning and 21st …The Role of interest in Learning and Development (2014)The Role of interest in Learn…Handbook of Competence and Motivation (2013)Handbook of Competence and Mo…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…The Oxford Handbook of Positive Psychology (2009)The Oxford Handbook of Positi…Motivation and Self-Regulated Learning: Theory, Research, and Applications (2009)Motivation and Self-Regulated…Structural Equation Modelling: Guidelines for Determining Model Fit (2008)Structural Equation Modelling…Games, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Defining Identification: A Th…Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…Cultivating Humanity: A Classical Defense of Reform in Liberal Education (1998)Cultivating Humanity: A Class…Cultivating humanity: a classical defense of reform in liberal education (1998)Cultivating humanity: a class…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 utilitarian and hedonic value of immersive experiences on WeChat: examining a dual mediation path leading to users' stickiness and the role of social norms (2023)The utilitarian and hedonic v…Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance (2023)Media Education through Digit…Cognitive load during planned and unplanned virtual shopping: Evidence from a neurophysiological perspective (2023)Cognitive load during planned…Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors (2022)Gameful Green: A Systematic R…First few seconds for flow: A comprehensive proposal of the neurobiology and neurodynamics of state onset (2022)First few seconds for flow: A…Character identification is predicted by narrative transportation, immersive tendencies, and interactivity (2022)Character identification is p…A Scoping Review of Flow Research (2022)A Scoping Review of Flow Rese…Optimal Experience in Adult Learning: Conception and Validation of the Flow in Education Scale (EduFlow-2) (2021)Optimal Experience in Adult L…How the intensity of the immersive experience impels the extent of Social Streaming App dependency? An empirical assessment with mediation and moderation effects (2021)How the intensity of the imme…Getting in the Flow Together: The Role of Social Presence, Perceived Enjoyment and Concentration on Sustainable Use Intention of Mobile Social Network Game (2020)Getting in the Flow Together:…Understanding technology acceptance features in learning through a serious game (2018)Understanding technology acce…Imagine, feel “there”, and flow! Immersive experiences on m-Facebook, and their affective and behavioural effects (2018)Imagine, feel “there”, and fl…How to create flow experience in exergames? Perspective of flow theory (2018)How to create flow experience…Digital game elements, user experience and learning: A conceptual framework (2018)Digital game elements, user e…Chinese international students’ psychological adaptation process in Korea: the role of tourism experience in the host country (2018)Chinese international student…An overview of serious games for disaster risk management – Prospects and limitations for informing actions to arrest increasing risk (2018)An overview of serious games …Comparative fit indexes in structural models. (1990)Principles and Practice of Structural Equation Modeling (1998)Job crafting and its relationships with person–job fit and meaningfulness: A three-wave study (2015)The Social Media Disorder Scale (2016)CB-SEM vs PLS-SEM methods for research in social sciences and technology forecasting (2021)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Alternative Ways of Assessing Model Fit (1992)Fit indices in covariance structure modeling: Sensitivity to underparameterized model misspecification. (1998)Evaluating the Fit of Structural Equation Models: Tests of Significance and Descriptive Goodness-of-Fit Measures (2003)Sensitivity of Goodness of Fit Indexes to Lack of Measurement Invariance (2007)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)Self-efficacy: Toward a unifying theory of behavioral change. 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An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)The Impact of Enhancing Students’ Social and Emotional Learning: A Meta-Analysis of School-Based Universal Interventions (2011)Implications for educational practice of the science of learning and development (2019)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)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. 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References

  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives108,592 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2008Structural Equation Modelling: Guidelines for Determining Model Fit8,744 cited
  • 2013Handbook of Competence and Motivation4,671 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2009The Oxford Handbook of Positive Psychology2,696 cited
  • 2001Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters1,926 cited
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  • 2014The Role of interest in Learning and Development1,610 cited
  • 1998Cultivating Humanity: A Classical Defense of Reform in Liberal Education1,441 cited
  • 2009

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Motivation and Self-Regulated Learning: Theory, Research, and Applications
1,435 cited
  • 2016Game-based Learning and 21st century skills: A review of recent research1,119 cited
  • Cited by

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    • 2023Cognitive load during planned and unplanned virtual shopping: Evidence from a neurophysiological perspective68 cited
    • 2018Imagine, feel “there”, and flow! Immersive experiences on m-Facebook, and their affective and behavioural effects58 cited
    • 2020Getting in the Flow Together: The Role of Social Presence, Perceived Enjoyment and Concentration on Sustainable Use Intention of Mobile Social Network Game57 cited
    • 2022First few seconds for flow: A comprehensive proposal of the neurobiology and neurodynamics of state onset52 cited
    • 2023Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance38 cited
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    • 2021How the intensity of the immersive experience impels the extent of Social Streaming App dependency? An empirical assessment with mediation and moderation effects13 cited