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Flow Encourages Task Focus, but Frustration Drives Task Switching
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Flow Encourages Task Focus, but Frustration Drives Task Switching (2021)Flow Encourages Task Focus, but Frustrati…The Effort Paradox: Effort Is Both Costly and Valued (2018)The Effort Paradox: Effort Is…Video games as meaningful entertainment experiences. (2015)Video games as meaningful ent…Choice overload: A conceptual review and meta‐analysis (2014)Choice overload: A conceptual…Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Defining Media Enjoyment as t…Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks (2009)Theorizing Flow and Media Enj…Measuring Narrative Engagement (2009)Measuring Narrative EngagementDynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback (2009)Dynamic Difficulty Adjustment…Effective Analysis of Reaction Time Data (2008)Effective Analysis of Reactio…Flow in games (and everything else) (2007)Flow in games (and everything…Flow and Regulatory Compatibility: An Experimental Approach to the Flow Model of Intrinsic Motivation (2007)Flow and Regulatory Compatibi…Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006)Where Everybody Knows Your (S…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Flow and Media Enjoyment (2004)Flow and Media EnjoymentWhat video games have to teach us about learning and literacy (2003)What video games have to teac…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Group reaction time distributions and an analysis of distribution statistics. (1979)Understanding and using the Implicit Association Test: I. An improved scoring algorithm. (2003)Superior Inhibitory Control and Resistance to Mental Fatigue in Professional Road Cyclists (2016)The BCD of response time analysis in experimental economics (2017)Comparison of Different Response Time Outlier Exclusion Methods: A Simulation Study (2021)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Flow: the psychology of optimal experience (1990)The role of transportation in the persuasiveness of public narratives. (2000)Confirmatory factor analysis for applied research (2007)Identification as a Mechanism of Narrative Persuasion (2011)How Does Fiction Reading Influence Empathy? An Experimental Investigation on the Role of Emotional Transportation (2013)Narrative versus Nonnarrative: The Role of Identification, Transportation, and Emotion in Reducing Health Disparities (2013)A BEHAVIORAL MODEL OF RATIONAL CHOICE (1955)Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)Construal-level theory of psychological distance. (2010)Choose to Lose: Health Plan Choices from a Menu with Dominated Option* (2017)Identifying core indicators of sustainable tourism: A path forward? (2017)How Well Do Consumer-Brand Relationships Drive Customer Brand Loyalty? Generalizations from a Meta-Analysis of Brand Relationship Elasticities (2019)GameFlow (2005)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)A Theory of Cognitive Dissonance (1957)Toward a positive theory of consumer choice (1980)A Theory of Cognitive Dissonance (2017)Mental labour (2018)Empathy is hard work: People choose to avoid empathy because of its cognitive costs. (2019)Integrating Models of Self-Regulation (2020)The Strength of Weak Ties (1973)Situated Learning (1991)Adolescents’ identity experiments on the internet (2005)GROOMING, GOSSIP, FACEBOOK AND MYSPACE (2008)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2009Measuring Narrative Engagement1,087 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2006Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"902 cited
  • 2018The Effort Paradox: Effort Is Both Costly and Valued867 cited
  • 2014Choice overload: A conceptual review and meta‐analysis857 cited
  • 2008Effective Analysis of Reaction Time Data845 cited
  • 2004Flow and Media Enjoyment739 cited
  • 2010Defining Media Enjoyment as the Satisfaction of Intrinsic Needs611 cited
  • 2007Flow and Regulatory Compatibility: An Experimental Approach to the Flow Model of Intrinsic Motivation381 cited
  • 2015Video games as meaningful entertainment experiences.266 cited
  • 2009Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback261 cited

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2009
Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks
195 cited

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