SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Retrospective evaluations of playful experiences
16 references·1 citing·51 second hop
Retrospective evaluations of playful experiences (2016)Retrospective evaluations of playful expe…Play between worlds: exploring online game culture (2007)Play between worlds: explorin…Play Between Worlds (2006)Play Between WorldsWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Survey Method for Characterizing Daily Life Experience: The Day Reconstruction Method (2004)A Survey Method for Character…What video games have to teach us about learning and literacy (2003)What video games have to teac…What to Do on Spring Break? (2003)What to Do on Spring Break?Bad is Stronger than Good (2001)Bad is Stronger than GoodVideo games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Extracting meaning from past affective experiences: The importance of peaks, ends, and specific emotions (2000)Extracting meaning from past …When More Pain Is Preferred to Less: Adding a Better End (1993)When More Pain Is Preferred t…An Exploration of High-Risk Leisure Consumption Through Skydiving (1993)An Exploration of High-Risk L…Self-generated validity and other effects of measurement on belief, attitude, intention, and behavior. (1988)Self-generated validity and o…Warmth in Advertising: Measurement, Impact, and Sequence Effects (1986)Warmth in Advertising: Measur…Play as a Consumption Experience: The Roles of Emotions, Performance, and Personality in the Enjoyment of Games (1984)Play as a Consumption Experie…The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)The Experiential Aspects of C…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Connecting Mobile Application Features with Perceived Benefits in Determining Post-adoption Behaviour (2021)Connecting Mobile Application…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Theory of Buyer Behavior (1971)Structure and Functions of Fantasy (1974)An Information Processing Theory of Consumer Choice (1979)Consumer perceived value: The development of a multiple item scale (2001)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Validity and Reliability of the Experience-Sampling Method (1987)Choices, Values, and Frames (2000)Developments in the Measurement of Subjective Well-Being (2006)High income improves evaluation of life but not emotional well-being (2010)Loneliness Matters: A Theoretical and Empirical Review of Consequences and Mechanisms (2010)Choices, Values, and Frames (2013)The Presentation of Self in Everyday Life. (1956)Understanding Media: The Extensions of Man (1964)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Market-Oriented Ethnography: Interpretation Building and Marketing Strategy Formulation (1994)Dimensions of Cruisers’ Experiences, Satisfaction, and Intention to Recommend (2009)Measuring Tourists’ Emotional Experiences toward Hedonic Holiday Destinations (2009)Experimental and Quasi-Experimental Designs for Research (1963)Features of similarity. (1977)Understanding Attitudes and Predicting Social Behavior (1980)Effects of Word-of-Mouth and Product-Attribute Information on Persuasion: An Accessibility-Diagnosticity Perspective (1991)A model of dual attitudes. (2000)Informational Influence in Organizations: An Integrated Approach to Knowledge Adoption (2003)Prospect Theory: An Analysis of Decision under Risk (1979)Prospect theory: An analysis of decision under risk (1988)Anomalies: The Endowment Effect, Loss Aversion, and Status Quo Bias (1991)Relative Income, Happiness, and Utility: An Explanation for the Easterlin Paradox and Other Puzzles (2008)Positive Emotions Broaden and Build (2013)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Individual differences in reasoning: Implications for the rationality debate? (2000)Heuristics and Biases: The Psychology of Intuitive Judgment (2004)Experimental evidence of massive-scale emotional contagion through social networks (2014)Aggression: A Social Learning Analysis (1973)The Aggression Questionnaire. (1992)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)The virtual census: representations of gender, race and age in video games (2009)Taken Out of Context: American Teen Sociality in Networked Publics (2017)
this work references cited by second hop

References

  • 1982The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun8,274 cited
  • 2001Bad is Stronger than Good7,670 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004A Survey Method for Characterizing Daily Life Experience: The Day Reconstruction Method3,418 cited
  • 1988Self-generated validity and other effects of measurement on belief, attitude, intention, and behavior.2,069 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 1993When More Pain Is Preferred to Less: Adding a Better End1,501 cited
  • 1993An Exploration of High-Risk Leisure Consumption Through Skydiving1,149 cited
  • 2007Play between worlds: exploring online game culture909 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2006Play Between Worlds745 cited
  • 2000Extracting meaning from past affective experiences: The importance of peaks, ends, and specific emotions656 cited
  • 2003What to Do on Spring Break?628 cited
  • 1984Play as a Consumption Experience: The Roles of Emotions, Performance, and Personality in the Enjoyment of Games

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

557 cited
  • 1986Warmth in Advertising: Measurement, Impact, and Sequence Effects545 cited
  • Cited by

    • 2021Connecting Mobile Application Features with Perceived Benefits in Determining Post-adoption Behaviour9 cited