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Investigating immersion and migration decisions for agent-based modelling: A cautionary tale
11 references·0 citing·45 second hop
Investigating immersion and migration decisions for agent-based modelling: A cautionary tale (2024)Investigating immersion and migration dec…Exploring the Potential of Using a Text-Based Game to Inform Simulation Models of Risky Migration Decisions (2024)Exploring the Potential of Us…Towards Bayesian Model-Based Demography (2021)Towards Bayesian Model-Based …An assessment of the ecological validity of immersive videos in stated preference surveys (2019)An assessment of the ecologic…Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality (2018)Rigor in Gaming for Design: C…Video Games and Configurative Performances (2013)Video Games and Configurative…Story Immersion of Videogames for Youth Health Promotion: A Review of Literature (2012)Story Immersion of Videogames…The art of game design: a book of lenses (2009)The art of game design: a boo…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…A Theory of Narrative Empathy (2006)A Theory of Narrative EmpathyTwisty Little Passages (2003)Twisty Little PassagesAgent-based modeling: Methods and techniques for simulating human systems (2002)Agent-based modeling: Methods…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)A systematic literature review of empirical evidence on computer games and serious games (2012)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016)A Treatise of Human Nature (1739)The expression of the emotions in man and animals. (1872)Measuring individual differences in empathy: Evidence for a multidimensional approach. (1983)The Function of Fiction is the Abstraction and Simulation of Social Experience (2008)Exploring the link between reading fiction and empathy: Ruling out individual differences and examining outcomes (2009)Influence of parasocial relationship between digital celebrities and their followers on followers’ purchase and electronic word-of-mouth intentions, and persuasion knowledge (2018)Artificial economic life: a simple model of a stockmarket (1994)The Complexity of Cooperation: Agent-Based Models of Competition and Collaboration (1997)System Dynamics: Systems Thinking and Modeling for a Complex World (2002)A research manifesto for services science (2006)Business Model Innovation for Sustainability: Towards a Unified Perspective for Creation of Sustainable Business Models (2017)Human mobility: Models and applications (2018)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Games for Health for Children—Current Status and Needed Research (2015)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Dilemmas in a general theory of planning (1973)Models as Mediators (1999)Rules of Play: Game Design Fundamentals (2003)Estimation of a Model with Multiple Indicators and Multiple Causes of a Single Latent Variable (1975)Toward an experimental ecology of human development. (1977)The essential brunswik: Beginnings, explications, applications. (2001)An Actual Natural Setting Improves Mood Better Than Its Virtual Counterpart: A Meta-Analysis of Experimental Data (2020)Migration Decision-Making and Its Key Dimensions (2021)Judgment under Uncertainty: Heuristics and Biases (1974)From Intentions to Actions: A Theory of Planned Behavior (1985)Advances in prospect theory: Cumulative representation of uncertainty (1992)Simulation studies of social systems: telling the story based on provenance patterns (2024)The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept (2009)Proposing the Multimotive Information Systems Continuance Model (MISC) to Better Explain End-User System Evaluations and Continuance Intentions (2015)New frontiers in futures games: leveraging game sector developments (2018)Gamification for Engaging Computer Science Students in Learning Activities: A Case Study (2014)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Serious games and the gamification of tourism (2016)Towards a Theoretical Framework for Interactive Digital Narrative (2010)The Emergence of the Digital Humanities (2013)Platform Studies’ Epistemic Threshold (2015)
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References

  • 2002Agent-based modeling: Methods and techniques for simulating human systems4,518 cited
  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 2009The art of game design: a book of lenses887 cited
  • 2006A Theory of Narrative Empathy606 cited
  • 2013Video Games and Configurative Performances299 cited
  • 2012Story Immersion of Videogames for Youth Health Promotion: A Review of Literature161 cited
  • 2003Twisty Little Passages119 cited
  • 2019An assessment of the ecological validity of immersive videos in stated preference surveys68 cited
  • 2021Towards Bayesian Model-Based Demography33 cited
  • 2018Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality23 cited
  • 2024Exploring the Potential of Using a Text-Based Game to Inform Simulation Models of Risky Migration Decisions4 cited

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