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Comparative fun analysis in the innovative playware game platform
4 references·0 citing·9 second hop
Comparative fun analysis in the innovative playware game platform (2006)Comparative fun analysis in the innovativ…SCORPIODROME (2005)SCORPIODROMEA Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Second Self: Computers and the Human Spirit (1986)The Second Self: Computers an…Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Machines and Mindlessness: Social Responses to Computers (2000)Alone together: why we expect more from technology and less from each other (2011)What is AI Literacy? Competencies and Design Considerations (2020)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1986The Second Self: Computers and the Human Spirit1,721 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 2005SCORPIODROME39 cited

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