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Investigating the Effects of a Persuasive Digital Game on Immersion, Identification, and Willingness to Help
16 references·0 citing·42 second hop
Investigating the Effects of a Persuasive Digital Game on Immersion, Identification, and Willingness to Help (2018)Investigating the Effects of a Persuasive…Do “Brain-Training” Programs Work? (2016)Do “Brain-Training” Programs …The Differential Susceptibility to Media Effects Model (2013)The Differential Susceptibili…The benefits of playing video games. (2013)The benefits of playing video…A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Serious games : mechanisms and effects (2009)Serious games : mechanisms an…Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Toward a Theory of Entertainm…Persuasive Games (2007)Persuasive GamesThe Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Distinguishing addiction and high engagement in the context of online game playing (2005)Distinguishing addiction and …Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Defining Identification: A Th…The role of transportation in the persuasiveness of public narratives. (2000)The role of transportation in…The role of feasibility and desirability considerations in near and distant future decisions: A test of temporal construal theory. (1998)The role of feasibility and d…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)Specious reward: A behavioral theory of impulsiveness and impulse control. (1975)Explanatory Coherence (1989)Nature and Operation of Attitudes (2001)Risk as feelings. (2001)Construal-level theory of psychological distance. 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(1994)Trim and Fill: A Simple Funnel‐Plot–Based Method of Testing and Adjusting for Publication Bias in Meta‐Analysis (2000)Internet Addiction Prevalence and Quality of (Real) Life: A Meta-Analysis of 31 Nations Across Seven World Regions (2014)Adverse physiological and psychological effects of screen time on children and adolescents: Literature review and case study (2018)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Entertainment-Education and Elaboration Likelihood: Understanding the Processing of Narrative Persuasion (2002)Prejudice Reduction: What Works? A Review and Assessment of Research and Practice (2008)Reading Literary Fiction Improves Theory of Mind (2013)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)
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References

  • 2000The role of transportation in the persuasiveness of public narratives.4,849 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2013The benefits of playing video games.2,456 cited
  • 1998The role of feasibility and desirability considerations in near and distant future decisions: A test of temporal construal theory.2,367 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 2001Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters1,926 cited
  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2007Persuasive Games1,528 cited
  • 2008Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages1,363 cited
  • 2013The Differential Susceptibility to Media Effects Model1,333 cited
  • 2016Do “Brain-Training” Programs Work?1,173 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited
  • 2005Distinguishing addiction and high engagement in the context of online game playing

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946 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies730 cited
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