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Turning the Classic Snake Mobile Game into a Location–Based Exergame that Encourages Walking
6 references·8 citing·36 second hop
Turning the Classic Snake Mobile Game into a Location–Based Exergame that Encourages Walking (2012)Turning the Classic Snake Mobile Game int…Investigating narrative in mobile games for seniors (2010)Investigating narrative in mo…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Physical Activity Enjoyment Scale: Two Validation Studies (1991)Physical Activity Enjoyment S…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…Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies (2022)Personality-targeted persuasi…Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change (2022)Games for Change—A Comparativ…Location-based Games as Exergames - From Pokémon To The Wizarding World (2020)Location-based Games as Exerg…Designing for meaningful social interaction in digital serious games (2020)Designing for meaningful soci…A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training? (2019)A Review of Location-based Ga…Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain (2018)Exploring the use of arcade g…O-Mopsi (2017)O-MopsiCatch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations (2017)Catch them all and increase y…Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)Comprehension: A Paradigm for Cognition (1998)Adoption of Assistive Technologies for Aged Care: A Realist Review of Recent Studies (2014)Paradigms of games research in HCI (2014)GameFlow in Different Game Genres and Platforms (2017)Mood, misattribution, and judgments of well-being: Informative and directive functions of affective states. (1983)Defining place attachment: A tripartite organizing framework (2009)From game design elements to gamefulness (2011)New frontiers in futures games: leveraging game sector developments (2018)Who captures whom – Pokémon or tourists? A perspective of the Stimulus-Organism-Response model (2021)Investigating metaverse marketing-enabled consumers’ social presence, attachment, engagement and (re)visit intentions (2023)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)Social Cognitive Theory: An Agentic Perspective (2001)Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences (2021)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Mapping learning and game mechanics for serious games analysis (2014)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)A Study on Pokémon GO: Exploring the Potential of Location-based Mobile Exergames in Connecting Players with Nature (2021)Geography excursions with a smartphone app or a teacher: what works best? (2025)Happiness is everything, or is it? Explorations on the meaning of psychological well-being. (1989)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)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)Urban Form and a Child’s Trip to School: The Current Literature and a Framework for Future Research (2005)Mismatch between perceived and objective measures of physical activity environments (2008)Measuring Enjoyment of Physical Activity in Children: Validation of the Physical Activity Enjoyment Scale (2009)A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation (1999)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,852 cited
  • 1991Physical Activity Enjoyment Scale: Two Validation Studies1,323 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2010Investigating narrative in mobile games for seniors40 cited

Cited by

  • 2017Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations140 cited
  • 2020Designing for meaningful social interaction in digital serious games42 cited
  • 2018Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain41 cited
  • 2019A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training?41 cited
  • 2020Location-based Games as Exergames - From Pokémon To The Wizarding World38 cited
  • 2022Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies32 cited
  • 2022Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change32 cited
  • 2017

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O-Mopsi
27 cited