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MindMax: Using videogames and sport to engage young men and improve wellbeing
10 references·0 citing·53 second hop
MindMax: Using videogames and sport to engage young men and improve wellbeing (2017)MindMax: Using videogames and sport to en…Gamification User Types Hexad Scale (2016)Gamification User Types Hexad…A RECIPE for Meaningful Gamification (2014)A RECIPE for Meaningful Gamif…Positive psychology interventions: a meta-analysis of randomized controlled studies (2013)Positive psychology intervent…Having to versus Wanting to Play: Background and Consequences of Harmonious versus Obsessive Engagement in Video Games (2009)Having to versus Wanting to P…Enhancing well‐being and alleviating depressive symptoms with positive psychology interventions: a practice‐friendly meta‐analysis (2009)Enhancing well‐being and alle…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Social Interactions in Massiv…From Tree House to Barracks (2006)From Tree House to BarracksHandbook of Self-Determination Research (2004)Handbook of Self-Determinatio…Not so doomed: computer game play and positive adolescent development (2002)Not so doomed: computer game …Constructions of masculinity and their influence on men's well-being: a theory of gender and health (2000)Constructions of masculinity …The Behavior of Organisms: An Experimental Analysis (1939)Homo Ludens: A Study of the Play-Element in Culture. 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References

  • 2004Handbook of Self-Determination Research4,542 cited
  • 2000Constructions of masculinity and their influence on men's well-being: a theory of gender and health4,088 cited
  • 2009Enhancing well‐being and alleviating depressive symptoms with positive psychology interventions: a practice‐friendly meta‐analysis2,955 cited
  • 2013Positive psychology interventions: a meta-analysis of randomized controlled studies1,994 cited
  • 2007Social Interactions in Massively Multiplayer Online Role-Playing Gamers1,028 cited
  • 2014A RECIPE for Meaningful Gamification674 cited
  • 2006From Tree House to Barracks658 cited
  • 2016Gamification User Types Hexad Scale590 cited
  • 2002Not so doomed: computer game play and positive adolescent development445 cited
  • 2009Having to versus Wanting to Play: Background and Consequences of Harmonious versus Obsessive Engagement in Video Games262 cited

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