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Flow adaptation in serious games for health
16 references·1 citing·42 second hop
Flow adaptation in serious games for health (2018)Flow adaptation in serious games for heal…A framework for physiological indicators of flow in VR games: construction and preliminary evaluation (2016)A framework for physiological…Physiological correlates of the flow experience during computer game playing (2015)Physiological correlates of t…The Concept of Flow (2014)The Concept of FlowMapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty (2011)Emotion Assessment From Physi…Electroencephalographic Assessment of Player Experience (2010)Electroencephalographic Asses…The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The development of the Game E…Toward an understanding of flow in video games (2008)Toward an understanding of fl…Flow and immersion in first-person shooters (2008)Flow and immersion in first-p…"It is always a lot of fun!" (2007)"It is always a lot of fun!"International affective picture system (IAPS) : affective ratings of pictures and instruction manual (2005)International affective pictu…Using frustration in the design of adaptive videogames (2004)Using frustration in the desi…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model (1994)Measurement and Analysis Issu…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Beyond boredom and anxiety (1975)Beyond boredom and anxietyBuilding blocks for creating enjoyable games—A systematic literature review (2021)Building blocks for creating …A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)An activity theory-based model for serious games analysis and conceptual design (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)The Proof and Measurement of Association between Two Things (1904)Probabilistic Models for Some Intelligence and Attainment Tests (1961)Engagement in digital entertainment games: A systematic review (2011)Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games: A social cognitive theory perspective (2020)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)A mixed methods assessment of students' flow experiences during a mobile augmented reality science game (2013)Videogames for Emotion Regulation: A Systematic Review (2018)Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use (2019)Theory of games and economic behavior (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Affective Computing (1997)A review of the use of psychophysiological methods in game research (2011)Review and Classification of Emotion Recognition Based on EEG Brain-Computer Interface System Research: A Systematic Review (2017)Exploring EEG Features in Cross-Subject Emotion Recognition (2018)The Principles of Psychology (1891)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Positive Psychology in Clinical Practice (2004)The benefits of playing video games. (2013)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Student engagement in high school classrooms from the perspective of flow theory. (2003)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge (2018)Gamification: A cognitive-emotional view (2018)Value from hedonic experience and engagement. (2006)Mediating Tourist Experiences (2009)Positive Emotions Broaden and Build (2013)DEAP: A Database for Emotion Analysis ;Using Physiological Signals (2011)Dealing with feeling: A meta-analysis of the effectiveness of strategies derived from the process model of emotion regulation. (2012)Emotions Recognition Using EEG Signals: A Survey (2017)
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References

  • 1975Beyond boredom and anxiety5,708 cited
  • 2005International affective picture system (IAPS) : affective ratings of pictures and instruction manual5,307 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 2014The Concept of Flow1,607 cited
  • 1991Flow: The Psychology of Optimal Experience1,018 cited
  • 2009The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing1,010 cited
  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2008Toward an understanding of flow in video games480 cited
  • 2011Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty402 cited
  • 2008Flow and immersion in first-person shooters327 cited
  • 1994Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model249 cited
  • 2007"It is always a lot of fun!"242 cited
  • 2004Using frustration in the design of adaptive videogames207 cited
  • 2015Physiological correlates of the flow experience during computer game playing181 cited
  • 2016A framework for physiological indicators of flow in VR games: construction and preliminary evaluation

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119 cited
  • 2010Electroencephalographic Assessment of Player Experience106 cited
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    • 2021Building blocks for creating enjoyable games—A systematic literature review28 cited