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The Convergence of Player Experience Questionnaires
11 references·3 citing·39 second hop
The Convergence of Player Experience Questionnaires (2016)The Convergence of Player Experience Ques…First Person vs. Third Person Perspective in Digital Games (2015)First Person vs. Third Person…Not doing but thinking (2012)Not doing but thinkingThe development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Measuring Player Immersion in the Computer Game Narrative (2009)Measuring Player Immersion in…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games (2007)D3.3 : Game Experience Questi…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…GameFlow (2005)GameFlowFundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…A grounded investigation of game immersion (2004)A grounded investigation of g…The flow experience and its significance for human psychology (1988)The flow experience and its s…To Asymmetry and Beyond! (2019)To Asymmetry and Beyond!Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping (2019)Affective Game Planning for H…Believing Is Seeing: A Proof-of-Concept Semiexperimental Study on Using Mobile Virtual Reality to Boost the Effects of Interpretation Bias Modification for Anxiety (2018)Believing Is Seeing: A Proof-…The Proof and Measurement of Association between Two Things (1904)Probabilistic Models for Some Intelligence and Attainment Tests (1961)Beyond boredom and anxiety (1975)Engagement in digital entertainment games: A systematic review (2011)Assessment in and of Serious Games: An Overview (2013)Virtual reality and gamification in education: a systematic review (2024)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)Coefficient Alpha and the Internal Structure of Tests (1951)Flow: the psychology of optimal experience (1990)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2013)Immersion in Digital Games: Review of Gaming Experience Research (2014)A Review of Exploratory Factor Analysis Decisions and Overview of Current Practices: What We Are Doing and How Can We Improve? (2015)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)A systematic literature review of empirical evidence on computer games and serious games (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016)The pleasure principle (2000)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)From game design elements to gamefulness (2011)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Making knowledge the basis of a dynamic theory of the firm (1996)Motivational Beliefs, Values, and Goals (2002)School Engagement: Potential of the Concept, State of the Evidence (2004)The Chieti Affective Action Videos database, a resource for the study of emotions in psychology (2020)Player profiles for game‐based applications in engineering education (2022)The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review (2022)Measuring the experience of digital game enjoyment (2008)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting (2008)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)
this work references cited by second hop

References

  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 2005GameFlow2,365 cited
  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 2004A grounded investigation of game immersion1,337 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,078 cited
  • 1988The flow experience and its significance for human psychology1,074 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion836 cited
  • 2007D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games265 cited
  • 2009Measuring Player Immersion in the Computer Game Narrative255 cited
  • 2015First Person vs. Third Person Perspective in Digital Games174 cited
  • 2012Not doing but thinking120 cited

Cited by

  • 2019To Asymmetry and Beyond!93 cited
  • 2018Believing Is Seeing: A Proof-of-Concept Semiexperimental Study on Using Mobile Virtual Reality to Boost the Effects of Interpretation Bias Modification for Anxiety37 cited
  • 2019Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping24 cited

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