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Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral Intention
16 references·1 citing·42 second hop
Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral Intention (2022)Stimulating Suspense in Gamified Virtual …Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)Towards understanding the eff…Investigating the Importance of Trust on Adopting an Autonomous Vehicle (2015)Investigating the Importance …Gamification in theory and action: A survey (2014)Gamification in theory and ac…Gamification and student motivation (2014)Gamification and student moti…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …From game design elements to gamefulness (2011)From game design elements to …G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)G*Power 3: A flexible statist…GameFlow (2005)GameFlowGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Welcome to the experience economy. (1998)Welcome to the experience eco…The Personal Involvement Inventory: Reduction, Revision, and Application to Advertising (1994)The Personal Involvement Inve…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…The Cognitive Structure of Emotions (1988)The Cognitive Structure of Em…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…What Is Your AI Strategy? Systematically Integrating Self-Learning Technologies into Your Business Strategy (2025)What Is Your AI Strategy? 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(2000)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Design and Analysis: A Researcher's Handbook (1975)GPOWER: A general power analysis program (1996)Design and Analysis: A Researcher's Handbook (2005)Power failure: why small sample size undermines the reliability of neuroscience (2013)ESG and financial performance: aggregated evidence from more than 2000 empirical studies (2015)Effect size guidelines for individual differences researchers (2016)Self-efficacy: Toward a unifying theory of behavioral change. 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(1990)Alternative Ways of Assessing Model Fit (1992)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)Engagement, telepresence and interactivity in online consumer experience: Reconciling scholastic and managerial perspectives (2009)Digital marketing: A framework, review and research agenda (2016)Science and Human Behavior (1953)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)The Gamification of Learning: a Meta-analysis (2019)Communication and Control Processes in the Delivery of Service Quality (1988)Exploring the essence of memorable tourism experiences (2011)Value co-creation: concept and measurement (2014)Handbook of Positive Psychology (2001)Core affect and the psychological construction of emotion. (2003)The Benefits of Frequent Positive Affect: Does Happiness Lead to Success? (2005)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)
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References

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  • 2011From game design elements to gamefulness8,391 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
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  • 2015Investigating the Importance of Trust on Adopting an Autonomous Vehicle1,208 cited
  • 2015Towards understanding the effects of individual gamification elements on intrinsic motivation and performance

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995 cited
  • 2014Gamification and student motivation884 cited
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