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Mind at Play; The Psychology of Video Games
0 references·16 citing·53 second hop
Mind at Play; The Psychology of Video Games (1983)Mind at Play; The Psychology of Video Gam…Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement (2023)Effects of digital game-based…Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) (2019)Measuring perceived challenge…Game Studies’ Material Turn (2017)Game Studies’ Material TurnExploring persistence in gaming: The role of self-determination and social identity (2014)Exploring persistence in gami…Video Game Genre as a Predictor of Problem Use (2012)Video Game Genre as a Predict…Videogame Addiction and its Treatment (2009)Videogame Addiction and its T…Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior (2007)Effects of Playing Violent Vi…Characterising and measuring user experiences in digital games (2007)Characterising and measuring …Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry (2003)Hardware gimmick or cultural …The psychology of lottery gambling (2001)The psychology of lottery gam…Negative correlates of computer game play in adolescents (2000)Negative correlates of comput…The Effect of Video Games on Feelings of Aggression (1995)The Effect of Video Games on …Computer game playing in adolescence: Prevalence and demographic indicators (1995)Computer game playing in adol…Pathological Preoccupation with Video Games (1990)Pathological Preoccupation wi…Addiction to fruit machines: A preliminary study among young males (1990)Addiction to fruit machines: …The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping (1987)The Effects of Prosocial and …The Psychology of Sex Differences (1974)The psychology of sex differences (1975)Fruit machine gambling: The importance of structural characteristics (1993)Gender differences in Taiwan high school students’ computer game playing (2004)Experiences of Time Loss among Videogame Players: An Empirical Study (2007)A pathways model of problem and pathological gambling (2002)Coming of age in Second Life: an anthropologist explores the virtually human (2009)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder (2015)A new look at the cognitive neuroscience of video game play (2020)Gaming disorder: A summary of its characteristics and aetiology (2023)Transtheoretical therapy: Toward a more integrative model of change. 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(1981)Affect of the Game Player (1986)A Conceptual Review of Research on the Pathological Use of Computers, Video Games, and the Internet (2012)An Overview of Problematic Gaming (2015)Problematic gaming exists and is an example of disordered gaming (2017)The Nature of the Firm (1937)An Evolutionary Theory of Economic Change. (1983)Economic Action and Social Structure: The Problem of Embeddedness (1985)The Professional Identity of Gameworkers (2007)Cartoon planet: worlds of production and global production networks in the animation industry (2009)Game Changer: The Topology of Creativity (2016)Society and the Adolescent Self-Image (1965)The antecedents of self-esteem (1965)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play (2009)Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2011)Antecedents and consequences of game addiction (2015)Beyond boredom and anxiety (1975)Flow: the psychology of optimal experience (1990)GameFlow (2005)Presence, Involvement, and Flow in Digital Games (2009)Playability: analysing user experience in video games (2012)Immersion in Digital Games: Review of Gaming Experience Research (2014)An inventory for assessing different kinds of hostility. 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  • 1995Computer game playing in adolescence: Prevalence and demographic indicators238 cited
  • 2009Videogame Addiction and its Treatment236 cited
  • 2007Characterising and measuring user experiences in digital games233 cited
  • 2003Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry219 cited
  • 2000Negative correlates of computer game play in adolescents184 cited
  • 2012Video Game Genre as a Predictor of Problem Use158 cited
  • 1990Pathological Preoccupation with Video Games150 cited
  • 2014Exploring persistence in gaming: The role of self-determination and social identity129 cited
  • 1995The Effect of Video Games on Feelings of Aggression125 cited
  • 2019Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)124 cited
  • 1987The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping122 cited
  • 2017Game Studies’ Material Turn121 cited
  • 2001The psychology of lottery gambling100 cited
  • 1990Addiction to fruit machines: A preliminary study among young males99 cited

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  • 2023Effects of digital game-based learning on students’ digital etiquette literacy, learning motivations, and engagement89 cited
  • 2007Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior88 cited