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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)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)Attachment and Loss (1969)Judgment under Uncertainty: Heuristics and Biases (1975)Reflective and Impulsive Determinants of Social Behavior (2004)Developments in the Measurement of Subjective Well-Being (2006)Emotion Regulation: Current Status and Future Prospects (2015)Expectations and Performance: An Empirical Test of Bandura's Self-efficacy Theory (1979)Guided mastery and performance desensitization treatments for severe acrophobia. (1985)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)The Relationship between Entrepreneurship Education and Entrepreneurial Intentions: A Meta–Analytic Review (2014)The Principles of Psychology (1891)The Psychology of Interpersonal Relations. (1958)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 PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)The nature and measurement of meaning. (1952)The Measurement of Meaning (1957)Dimensions of Consumer Expertise (1987)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)AffectNet: A Database for Facial Expression, Valence, and Arousal Computing in the Wild (2017)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)Understanding Student Differences (2005)The Flipped Classroom: A Survey of the Research (2020)Artificial intelligence in education: A systematic literature review (2024)Learning as dialogue: The dependence of learner autonomy on teacher autonomy (1995)Measuring Student Engagement in the Online Course: The Online Student Engagement Scale (OSE) (2015)The Constant Comparative Analysis Method Outside of Grounded Theory (2015)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)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 experience12,655 cited
  • 2000An Integrative Theory of Intergroup Conflict12,620 cited
  • 1994Measuring emotion: The self-assessment manikin and the semantic differential9,531 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
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  • 1954Three dimensions of emotion.1,096 cited
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  • 2012Confusion can be beneficial for learning814 cited
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    • 2019Emotion Recognition Using Fused Physiological Signals39 cited
    • 2023Affective Game Computing: A Survey37 cited