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Museum Visitors’ Perceptions of Mobile Games: A Case Study
12 references·0 citing·47 second hop
Museum Visitors’ Perceptions of Mobile Games: A Case Study (2014)Museum Visitors’ Perceptions of Mobile Ga…Uses and gratifications of mobile application users (2010)Uses and gratifications of mo…Techno-society at the service of memory institutions: Web 2.0 in museums (2010)Techno-society at the service…Falling in love with online games: The uses and gratifications perspective (2010)Falling in love with online g…The Design of Context-Specific Educational Mobile Games (2009)The Design of Context-Specifi…Designing an electronic guidebook for learning engagement in a museum of history (2009)Designing an electronic guide…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Video Games and the Future of Learning. WCER Working Paper No. 2005-4. (2005)Video Games and the Future of…Video Games and the Future of Learning (2005)Video Games and the Future of…GameFlow (2005)GameFlowLearning with Digital Technologies in Museums, Science Centres and Galleries (2004)Learning with Digital Technol…Uses and Gratifications Theory in the 21st Century (2000)Uses and Gratifications Theor…Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Learning from Museums: Visito…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Scale Development : Theory and Applications (1991)The role of psychology in understanding the impact of computer games (2011)Assessment in and of Serious Games: An Overview (2013)Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018)The Role of Theory in Uses and Gratifications Studies (1979)Media gratifications research : current perspectives (1985)Mobile communication for human needs: A comparison of smartphone use between the US and Korea (2014)Communication Models for the Study of Mass Communications (2015)Designing branded mobile apps: Fundamentals and recommendations (2015)The role of stress and motivation in problematic smartphone use among college students (2015)Personal Influence: The Part Played by People in the Flow of Mass Communications (1956)Telling more than we can know: Verbal reports on mental processes. (1977)Mass Media Research: An Introduction (1991)Is There Social Capital in a Social Network Site?: Facebook Use and College Students' Life Satisfaction, Trust, and Participation (2009)Introducing COBRAs (2011)Social Media Use for News and Individuals' Social Capital, Civic Engagement and Political Participation (2012)Situated Cognition and the Culture of Learning (1989)Handbook of educational psychology (1997)Exploring problem solving patterns and their impact on learning achievement in a blended learning environment (2010)A visitor's guide in an active museum (2011)Split-attention and redundancy effects on mobile learning in physical environments (2011)Handbook of Educational Psychology (2013)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)Measuring and defining the experience of immersion in games (2008)The benefits of playing video games. (2013)Situated Learning: Legitimate Peripheral Participation. (1994)From Content to Context: Videogames as Designed Experience (2006)Digital Games in Education (2007)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)An Updated Paradigm for Scale Development Incorporating Unidimensionality and Its Assessment (1988)Modern Methods for Business Research (1998)The partial least squares approach for structural equation modeling. (1998)Motives for Instagram Use and Topics of Interest among Young Adults (2018)To shop or not: Understanding Chinese consumers’ live-stream shopping intentions from the perspectives of uses and gratifications, perceived network size, perceptions of digital celebrities, and shopping orientations (2021)Young adults’ motivations for following social influencers and their relationship to identification and buying behavior (2021)Virtual museums, a survey and some issues for consideration (2009)Visitors’ learning for environmental sustainability: Testing short- and long-term impacts of wildlife tourism experiences using structural equation modelling (2010)Visitors’ memories of wildlife tourism: Implications for the design of powerful interpretive experiences (2010)Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems (2006)The Design and Use of Simulation Computer Games in Education (2007)Science games and the development of scientific possible selves (2012)The impact of ICT in schools - a landscape review (2007)Enhancing art gallery visitors’ learning experience using wearable augmented reality: generic learning outcomes perspective (2016)A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience (2023)
this work references cited by second hop

References

  • 2000Uses and Gratifications Theory in the 21st Century2,817 cited
  • 2005GameFlow2,122 cited
  • 2000Learning from Museums: Visitor Experiences and the Making of Meaning1,892 cited
  • 2005Video Games and the Future of Learning1,120 cited
  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games767 cited
  • 2010Falling in love with online games: The uses and gratifications perspective430 cited
  • 2004Learning with Digital Technologies in Museums, Science Centres and Galleries98 cited
  • 2005Video Games and the Future of Learning. WCER Working Paper No. 2005-4.86 cited
  • 2009Designing an electronic guidebook for learning engagement in a museum of history81 cited
  • 2010Uses and gratifications of mobile application users71 cited
  • 2010Techno-society at the service of memory institutions: Web 2.0 in museums24 cited
  • 2009The Design of Context-Specific Educational Mobile Games5 cited

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