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Rhetoric of Play
16 references·0 citing·38 second hop
Rhetoric of Play (2013)Rhetoric of PlayThe Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…GameFlow (2005)GameFlowWhat video games have to teach us about learning and literacy (2003)What video games have to teac…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …Behavioral Expressions and Biosocial Bases of Sensation Seeking (1994)Behavioral Expressions and Bi…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Emotional Intelligence (1990)Emotional IntelligenceThe need for cognition. (1982)The need for cognition.Some Effects of Proportions on Group Life: Skewed Sex Ratios and Responses to Token Women (1977)Some Effects of Proportions o…Motivational determinants of risk-taking behavior. (1957)Motivational determinants of …Science and Human Behavior (1953)Science and Human BehaviorPrinciples of topological psychology. (1936)Principles of topological psy…The Principles of Psychology (1891)The Principles of PsychologyThe Psychology of Interpersonal Relations. (1958)Attitudes and Persuasion: Classic and Contemporary Approaches (1981)The Elaboration Likelihood Model of Persuasion (1986)The role of transportation in the persuasiveness of public narratives. (2000)Political conservatism as motivated social cognition. (2003)A Theory of Cognitive Dissonance (2017)The theory of decision making. (1954)TOWARD A STEWARDSHIP THEORY OF MANAGEMENT (1997)Expectancy–Value Theory of Achievement Motivation (2000)The Role of Goal Orientation in Self-Regulated Learning (2000)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The expression of the emotions in man and animals. (1872)Generalized expectancies for internal versus external control of reinforcement. (1966)Self-Compassion: An Alternative Conceptualization of a Healthy Attitude Toward Oneself (2003)The Development and Validation of a Scale to Measure Self-Compassion (2003)The Prosocial Classroom: Teacher Social and Emotional Competence in Relation to Student and Classroom Outcomes (2008)The Presentation of Self in Everyday Life (2023)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Gamifying learning experiences: Practical implications and outcomes (2013)Foundations of Game-Based Learning (2015)Sorting Things Out: Classification and Its Consequences (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Alone together: why we expect more from technology and less from each other (2011)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)A circumplex model of affect. (1980)Conservation of resources: A new attempt at conceptualizing stress. (1989)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
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References

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  • 1990Emotional Intelligence12,566 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1953Science and Human Behavior8,944 cited
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  • 2000

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Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
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