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Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical
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Using Self-Determination Theory to Explore Enjoyment of Educational Interactive Narrative Games: A Case Study of Academical (2022)Using Self-Determination Theory to Explor…Self-Determination Theory in HCI Games Research: Current Uses and Open Questions (2020)Self-Determination Theory in …Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)Self-Determination Theory: Ba…Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Challenging games help studen…Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame (2012)Need Satisfaction Supportive …Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments (2011)Integrating Learning, Problem…Glued to Games (2011)Glued to GamesStudent engagement with science in early adolescence: The contribution of enjoyment to students’ continuing interest in learning about science (2010)Student engagement with scien…Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Defining Media Enjoyment as t…A Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Measuring Narrative Engagement (2009)Measuring Narrative EngagementThe PSI-Process Scales. A new measure to assess the intensity and breadth of parasocial processes (2008)The PSI-Process Scales. A new…Reflection and reflective practice in health professions education: a systematic review (2007)Reflection and reflective pra…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments (2006)Game Design Narrative for Lea…The Video Game Theory Reader (2003)The Video Game Theory ReaderAudience Activity and Soap Opera Involvement A Uses and Effects Investigation (1987)Audience Activity and Soap Op…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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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)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Educating the reflective practitioner (1987)The use of reflection in medical education: AMEE Guide No. 44 (2009)Reflective Practitioner (2014)Simulation-Based Learning in Higher Education: A Meta-Analysis (2020)A practical guide to reflexivity in qualitative research: AMEE Guide No. 149 (2022)Alternative Ways of Assessing Model Fit (1992)Exploring user acceptance of 3D virtual worlds in travel and tourism marketing (2012)The impact of user interactions in social media on brand awareness and purchase intention: the case of MINI on Facebook (2013)Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework (2015)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Social Media Use and Mental Health among Young Adults (2017)Mind in Society: The Development of Higher Psychological Processes (1978)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Gamified learning in higher education: A systematic review of the literature (2018)The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system (2019)Enhancing user engagement: The role of gamification in mobile apps (2021)Self-Determination Theory in Work Organizations: The State of a Science (2017)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example (2022)Genre and game studies: Toward a critical approach to video game genres (2006)Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft (2009)The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)
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References

  • 2017Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness12,563 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2007Reflection and reflective practice in health professions education: a systematic review2,170 cited
  • 2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning1,710 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 2009Measuring Narrative Engagement1,087 cited
  • 1987Audience Activity and Soap Opera Involvement A Uses and Effects Investigation637 cited
  • 2003The Video Game Theory Reader625 cited
  • 2010Defining Media Enjoyment as the Satisfaction of Intrinsic Needs611 cited
  • 2010Student engagement with science in early adolescence: The contribution of enjoyment to students’ continuing interest in learning about science520 cited
  • 2012Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame426 cited
  • 2011Glued to Games362 cited
  • 2011Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments346 cited
  • 2006Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments

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321 cited
  • 2008The PSI-Process Scales. A new measure to assess the intensity and breadth of parasocial processes301 cited
  • 2020Self-Determination Theory in HCI Games Research: Current Uses and Open Questions268 cited
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