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Towards Game Translation User Research
16 references·1 citing·41 second hop
Towards Game Translation User Research (2024)Towards Game Translation User ResearchDevelopment and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)Development and validation of…Research Methods in Applied Linguistics A Practical Resource (2018)Research Methods in Applied L…The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016)The Development and Validatio…Qualitative Data Analysis After Coding (2014)Qualitative Data Analysis Aft…Player Types: A Meta-synthesis (2014)Player Types: A Meta-synthesisIntroducing LexTALE: A quick and valid Lexical Test for Advanced Learners of English (2011)Introducing LexTALE: A quick …Understanding audience involvement: Conceptualizing and manipulating identification and transportation (2010)Understanding audience involv…Netnography: Doing Ethnographic Research Online (2010)Netnography: Doing Ethnograph…How to Do Things With Videogames (2010)How to Do Things With Videoga…Emotion Theory and Research: Highlights, Unanswered Questions, and Emerging Issues (2008)Emotion Theory and Research: …What are emotions? And how can they be measured? (2005)What are emotions? And how ca…Three Approaches to Qualitative Content Analysis (2005)Three Approaches to Qualitati…A grounded investigation of game immersion (2004)A grounded investigation of g…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Practice of Social Research. (1976)The Practice of Social Resear…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Risk Management in Translation (2025)Risk Management in TranslationDiscipline and Punish: The Birth of the Prison (1978)A Thousand Plateaus: Capitalism and Schizophrenia (1989)Meeting the Universe Halfway (2007)Reconceptualizing Bias in Teaching Qualitative Research Methods (2015)Teaching Theory Construction With Initial Grounded Theory Tools (2015)Coding Practices and Iterativity: Beyond Templates for Analyzing Qualitative Data (2020)Flow: The Psychology of Optimal Experience (1991)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)The expression of the emotions in man and animals. (1872)A circumplex model of affect. (1980)Emotion And Adaptation (1991)The dynamic architecture of emotion: Evidence for the component process model (2009)Multimodal Emotion Recognition in Response to Videos (2011)Speech Emotion Recognition Using Deep Learning Techniques: A Review (2019)Critical Evidence (2003)The Myth of Cognitive Decline: Non‐Linear Dynamics of Lifelong Learning (2014)Word knowledge in the crowd: Measuring vocabulary size and word prevalence in a massive online experiment (2015)Presenting GECO: An eyetracking corpus of monolingual and bilingual sentence reading (2016)Qualitative research and evaluation methods (1980)Naturalistic inquiry (1985)Qualitative Data Analysis: An Expanded Sourcebook (1994)The qualitative content analysis process (2008)Scoping studies: advancing the methodology (2010)Using the framework method for the analysis of qualitative data in multi-disciplinary health research (2013)Handbook of Positive Psychology (2001)THE MIRROR-NEURON SYSTEM (2004)Emotional Inertia and Psychological Maladjustment (2010)The Many Meanings/Aspects of Emotion: Definitions, Functions, Activation, and Regulation (2010)Distributed Attention and Shared Emotions in the Innovation Process (2015)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Netnography (2015)Consumer behavior in social commerce: A literature review (2016)Skype as a Tool for Qualitative Research Interviews (2016)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Content analysis: Method, applications, and issues (1992)BUSINESS RESEARCH METHODS (PHƯƠNG PHÁP NGHIÊN CỨU TRONG KINH DOANH) (2023)
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  • 2005Three Approaches to Qualitative Content Analysis44,511 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1976The Practice of Social Research.7,194 cited
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  • 2005What are emotions? And how can they be measured?4,257 cited
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  • 2011Introducing LexTALE: A quick and valid Lexical Test for Advanced Learners of English1,338 cited
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  • 2014Qualitative Data Analysis After Coding543 cited
  • 2010Understanding audience involvement: Conceptualizing and manipulating identification and transportation441 cited
  • 2019Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences408 cited
  • 2014Player Types: A Meta-synthesis355 cited
  • 2016The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)347 cited
  • 2010How to Do Things With Videogames

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326 cited
  • 2018Research Methods in Applied Linguistics A Practical Resource268 cited
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    • 2025Risk Management in Translation17 cited