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Exploring the Role of Self-efficacy in Biofeedback Video Games
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Exploring the Role of Self-efficacy in Biofeedback Video Games (2017)Exploring the Role of Self-efficacy in Bi…DEEP (2016)DEEPA neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial (2016)A neurofeedback video game (M…The Concept of Flow (2014)The Concept of FlowSelf-Efficacy (2014)Self-EfficacyThe benefits of playing video games. (2013)The benefits of playing video…Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study (2012)Video games as a complementar…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Flow and Media Enjoyment (2004)Flow and Media EnjoymentRelationships between self-efficacy and symptoms of anxiety disorders and depression in a normal adolescent sample (2002)Relationships between self-ef…A Brief Questionnaire for Measuring Self-Efficacy in Youths (2001)A Brief Questionnaire for Mea…Self-Efficacy: The Exercise of Control (1999)Self-Efficacy: The Exercise o…Self-efficacy pathways to childhood depression. (1999)Self-efficacy pathways to chi…Self-efficacy: the exercise of control (1997)Self-efficacy: the exercise o…Shades of Joy: Patterns of Appraisal Differentiating Pleasant Emotions (1988)Shades of Joy: Patterns of Ap…Self-efficacy conception of anxiety (1988)Self-efficacy conception of a…Intrinsic motivation and the effects of self‐consciousness, self‐awareness, and ego‐involvement: An investigation of internally controlling styles (1985)Intrinsic motivation and the …A randomized controlled trial assessing the efficacy of a virtual reality biofeedback video game: Anxiety outcomes and appraisal processes. (2021)A randomized controlled trial…Rating scales to assess depression in school-aged children. (1981)Childhood and Adolescent Depression: A Review of the Past 10 Years. Part I (1996)Is Extremely High Life Satisfaction During Adolescence Advantageous? (2005)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)The relationship between bullying, victimization, trait emotional intelligence, self-efficacy and empathy among preadolescents (2011)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)A Motivational Model of Video Game Engagement (2010)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. (1978)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)A Large-Scale Test of the Goldilocks Hypothesis (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Problematic online gaming and the COVID-19 pandemic (2020)Self-efficacy mechanism in human agency. (1982)Stress, appraisal, and coping (1985)Self-Efficacy Theory (1995)The psychological implications of concealing a stigma: A cognitive-affective-behavioral model. (2007)Stress: Appraisal and Coping (2013)Risk, resilience, psychological distress, and anxiety at the beginning of the COVID‐19 pandemic in Germany (2020)Optimal experience: Psychological studies of flow in consciousness. (1988)Finding flow: the psychology of engagement with everyday life (1997)Engagement in digital entertainment games: A systematic review (2011)The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction (2019)The Principles of Psychology (1891)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Student engagement in high school classrooms from the perspective of flow theory. (2003)Positive Psychology in Clinical Practice (2004)Exercise of Human Agency Through Collective Efficacy (2000)Negative self-efficacy and goal effects revisited. (2003)On the Functional Properties of Perceived Self-Efficacy Revisited (2011)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Social Cognitive Theory: An Agentic Perspective (2001)The Emerging Field of Emotion Regulation: An Integrative Review (1998)Expectancy–Value Theory of Achievement Motivation (2000)Building a practically useful theory of goal setting and task motivation: A 35-year odyssey. (2002)Prosocial Foundations of Children's Academic Achievement (2000)Sociocognitive self-regulatory mechanisms governing transgressive behavior. (2001)
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References

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  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2014The Concept of Flow1,607 cited
  • 2014Self-Efficacy1,222 cited
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  • 2001A Brief Questionnaire for Measuring Self-Efficacy in Youths665 cited
  • 1999Self-efficacy pathways to childhood depression.651 cited
  • 2002Relationships between self-efficacy and symptoms of anxiety disorders and depression in a normal adolescent sample607 cited
  • 1988Shades of Joy: Patterns of Appraisal Differentiating Pleasant Emotions541 cited
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  • 2016A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial

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174 cited
  • 2016DEEP160 cited
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    • 2021A randomized controlled trial assessing the efficacy of a virtual reality biofeedback video game: Anxiety outcomes and appraisal processes.33 cited