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Game Experience Questionnaire
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Game Experience Questionnaire (2014)Game Experience QuestionnaireDesigning and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition (2023)Designing and Evaluating Aven…Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral Intention (2022)Stimulating Suspense in Gamif…The relationship between the skill-challenge balance, game expertise, flow and the urge to keep playing complex mobile games (2020)The relationship between the …Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies (2020)Design Features Associated wi…A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training (2020)A Technical and Conceptual Fr…A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems (2018)A Scientific Foundation of Si…A Dynamic Theory of Organizational Knowledge Creation (1994)The Knowledge-creating company: How Japanese companies create the dynamics of innovation (1997)Design Science in Information Systems Research1 (2004)Gaming as a research method in humanitarian logistics (2019)Characterizing nature-based living labs from their seeds in the past (2023)Identifying levers of urban neighbourhood transformation using serious games (2024)The Measurement of Observer Agreement for Categorical Data (1977)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)The Behavior Change Technique Taxonomy (v1) of 93 Hierarchically Clustered Techniques: Building an International Consensus for the Reporting of Behavior Change Interventions (2013)The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study (2020)Rural young males’ acceptance & receptiveness to technology‐based interventions for dating violence prevention: A qualitative descriptive study (2021)Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference? (2022)A Theory of Social Comparison Processes (1954)Rules of Play: Game Design Fundamentals (2003)Focus on Formative Feedback (2008)Design of a virtual reality serious game for experiencing the colors of Dunhuang frescoes (2024)Beyond boredom and anxiety (1975)Optimal experience: Psychological studies of flow in consciousness. (1988)Flow in games (and everything else) (2007)Winning isn't everything: The impact of optimally challenging smartphone games on flow, game preference and individuals gaming to escape aversive bored states (2021)Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)From game design elements to gamefulness (2011)What Is Your AI Strategy? Systematically Integrating Self-Learning Technologies into Your Business Strategy (2025)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Grounded theory research: Procedures, canons, and evaluative criteria (1990)Using thematic analysis in psychology (2006)Understanding museum visitors’ question-asking through a mobile app (2023)Fostering Visitor Engagement Through Serious Game-Based Mediation in Small Local Museums (2025)
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  • 2018A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems90 cited
  • 2020Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies59 cited
  • 2020A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training44 cited
  • 2022Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral Intention35 cited
  • 2020The relationship between the skill-challenge balance, game expertise, flow and the urge to keep playing complex mobile games31 cited
  • 2023Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition8 cited

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