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Imersão em realidades ficcionais / Immersion in fictional realities
10 references·0 citing·33 second hop
Imersão em realidades ficcionais / Immersion in fictional realities (2014)Imersão em realidades ficcionais / Immers…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …The Art of Immersion: How the Digital Generation is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories (2011)The Art of Immersion: How the…Flow in games (and everything else) (2007)Flow in games (and everything…Narrative Complexity in Contemporary American Television (2006)Narrative Complexity in Conte…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (2002)Narrative as Virtual Reality:…Beyond Boredom and Anxiety: Experiencing Flow in Work and Play (2000)Beyond Boredom and Anxiety: E…Experiencing Narrative Worlds: On the Psychological Activities of Reading (1997)Experiencing Narrative Worlds…Mimesis as Make-Believe: On the Foundations of the Representational Arts (1991)Mimesis as Make-Believe: On t…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Narration in the Fiction Film (1986)The Mind‐Game Film (2008)Show sold separately: promos, spoilers, and other media paratexts (2010)Narration in the Fiction Film (2013)Customer Experience Journeys: Loyalty Loops Versus Involvement Spirals (2020)Flow: the psychology of optimal experience (1990)GameFlow (2005)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)World Building. Transmedia, Fans, Industries (2017)Storytelling in the context of destination marketing: an analysis of conceptualisations and impact measurement (2018)Exploring critical and visual literacy needs in digital learning environments: The use of memes in the EFL/ESL university classroom (2021)Reflexion and reflection: A social cognitive neuroscience approach to attributional inference (2002)Revisiting the Conceptualization, Measurement, and Generation of Interest (2011)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Mindreading (2003)An agent-based conception of models and scientific representation (2009)Imagined futures: fictional expectations in the economy (2013)A Virtual Community as the Context for Discursive Interpretation: A Role in Cultural Heritage Engagement (2008)Conceptual Play Spaces (2009)The Ethics of Storytelling (2017)Virtual Inclusion via Telepresence Robots in the Classroom: An Exploratory Case Study (2016)The Fictive Brain: Neurocognitive Correlates of Engagement in Literature (2017)Environment and Narrative: New Directions in Econarratology (2020)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
this work references cited by second hop

References

  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2000Beyond Boredom and Anxiety: Experiencing Flow in Work and Play1,282 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2006Narrative Complexity in Contemporary American Television609 cited
  • 1991Mimesis as Make-Believe: On the Foundations of the Representational Arts605 cited
  • 2002Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media158 cited
  • 2011The Art of Immersion: How the Digital Generation is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories115 cited
  • 1997Experiencing Narrative Worlds: On the Psychological Activities of Reading101 cited

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