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Induction of Emotional States in Educational Video Games Through a Fuzzy Control System
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Induction of Emotional States in Educational Video Games Through a Fuzzy Control System (2018)Induction of Emotional States in Educatio…Confusion can be beneficial for learning (2012)Confusion can be beneficial f…Dynamics of affective states during complex learning (2011)Dynamics of affective states …Boredom in achievement settings: Exploring control–value antecedents and performance outcomes of a neglected emotion. (2010)Boredom in achievement settin…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Achievement goals and discrete achievement emotions: A theoretical model and prospective test. (2006)Achievement goals and discret…Core affect and the psychological construction of emotion. (2003)Core affect and the psycholog…An Integrative Theory of Intergroup Conflict (2000)An Integrative Theory of Inte…Measuring emotion: The self-assessment manikin and the semantic differential (1994)Measuring emotion: The self-a…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Optimal Experience: Psychological Studies of Flow in Consciousness. (1989)Optimal Experience: Psycholog…Learning and Teaching Styles in Engineering Education. (1988)Learning and Teaching Styles …The Explanatory and Predictive Scope of Self-Efficacy Theory (1986)The Explanatory and Predictiv…Interaction between Learning and Development (1980)Interaction between Learning …A circumplex model of affect. (1980)A circumplex model of affect.Three dimensions of emotion. (1954)Three dimensions of emotion.Affective Game Computing: A Survey (2023)Affective Game Computing: A S…Emotion Recognition Using Fused Physiological Signals (2019)Emotion Recognition Using Fus…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)The benefits of playing video games. (2013)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)Attachment and Loss (1969)Judgment under Uncertainty: Heuristics and Biases (1975)Developments in the Measurement of Subjective Well-Being (2006)Compassion: An evolutionary analysis and empirical review. (2010)Emotion Regulation: Current Status and Future Prospects (2015)Anchoring, efficacy, and action: The influence of judgmental heuristics on self-efficacy judgments and behavior. (1986)Why Do Parents Become Involved in Their Children's Education? (1997)Academic self-efficacy and first year college student performance and adjustment. (2001)Assessment of Course-Based Undergraduate Research Experiences: A Meeting Report (2014)The Principles of Psychology (1891)Hedges: A Study in Meaning Criteria and the Logic of Fuzzy Concepts (1975)The robust beauty of improper linear models in decision making. (1979)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)The nature and measurement of meaning. (1952)The Measurement of Meaning (1957)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)AffectNet: A Database for Facial Expression, Valence, and Arousal Computing in the Wild (2017)The Ryerson Audio-Visual Database of Emotional Speech and Song (RAVDESS): A dynamic, multimodal set of facial and vocal expressions in North American English (2018)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)Learning and Teaching Styles In Foreign and Second Language Education (1995)Understanding Student Differences (2005)The Flipped Classroom: A Survey of the Research (2020)Education at a Glance 2013 (2013)Measuring Student Engagement in the Online Course: The Online Student Engagement Scale (OSE) (2015)The Constant Comparative Analysis Method Outside of Grounded Theory (2015)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)Social Psychology of Intergroup Relations (1982)Economics and Identity* (2000)On the dimensionality of organizational justice: A construct validation of a measure. (2001)
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References

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  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2000An Integrative Theory of Intergroup Conflict12,493 cited
  • 1994Measuring emotion: The self-assessment manikin and the semantic differential9,531 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
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  • 2012Confusion can be beneficial for learning780 cited
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    • 2019Emotion Recognition Using Fused Physiological Signals39 cited
    • 2023Affective Game Computing: A Survey37 cited