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Glued to games: how video games draw us in and hold us spellbound
0 references·16 citing·47 second hopsampled
Glued to games: how video games draw us in and hold us spellbound (2011)Glued to games: how video games draw us i…Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction (2022)Effects of a gamified learnin…Individualized gamification elements: The impact of avatar and feedback design on reuse intention (2021)Individualized gamification e…Effects of gender and personality differences on students’ perception of game design elements in educational gamification (2021)Effects of gender and persona…Self-determination theory, internet gaming disorder, and the mediating role of self-control (2019)Self-determination theory, in…Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being (2018)Satisfaction and frustration …Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment (2018)Investigating the Direct Impa…The Routledge Handbook of Media Use and Well-Being (2016)The Routledge Handbook of Med…Learning by playing: A cross-sectional descriptive study of nursing students' experiences of learning clinical reasoning (2016)Learning by playing: A cross-…Heuristic Evaluation for Gameful Design (2016)Heuristic Evaluation for Game…Gamification: A framework for designing software in e-banking (2016)Gamification: A framework for…Fostering Development of Work Competencies and Motivation via Gamification (2016)Fostering Development of Work…Contextual Autonomy Support in Video Game Play (2016)Contextual Autonomy Support i…Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment (2015)Is it a sense of autonomy, co…Designing interactive systems through a game lens: An ethnographic approach (2015)Designing interactive systems…Increasing collaborative communications in a programming course with gamification (2014)Increasing collaborative comm…The Ideal Self at Play (2011)The Ideal Self at PlayOn the Evaluation of Structural Equation Models (1988)Flow: the psychology of optimal experience (1990)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Gamification in tourism and hospitality review platforms: How to R.A.M.P. up users’ motivation to create content (2021)How short-form video features influence addiction behavior? Empirical research from the opponent process theory perspective (2022)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)The Presentation of Self in Everyday Life. (1956)Handbook of Qualitative Research (1994)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems (2017)Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Problematic involvement in online games: A cluster analytic approach (2014)Video games as meaningful entertainment experiences. (2015)Fostering Intrinsic Motivation through Avatar Identification in Digital Games (2016)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Validation of User Preferences and Effects of Personalized Gamification on Task Performance (2020)Work gamification: Effects on enjoyment, productivity and the role of leadership (2020)A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond (2023)The Satisfaction With Life Scale (1985)UCLA Loneliness Scale (Version 3): Reliability, Validity, and Factor Structure (1996)Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction (2022)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)A Systematic Review of the Effect of Gamification on Adherence Across Disciplines (2021)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)It is Really Not a Game: An Integrative Review of Gamification for Service Research (2022)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Diagnostic and Statistical Manual of Mental Disorders (2013)Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis (2022)The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review (2022)Advancing Gamification Research and Practice with Three Underexplored Ideas in Self-Determination Theory (2024)User Acceptance of Information Technology: Toward A Unified View1 (2003)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Gamification in higher education: The ECOn+ star battles (2022)Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR (2023)How gamification boosts learning in STEM higher education: a mixed methods study (2025)The general causality orientations scale: Self-determination in personality (1985)For the Win: How Game Thinking Can Revolutionize Your Business (2012)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How teachers manage their classroom in the digital learning environment – experiences from the University Smart Learning Project (2022)The Effects of Gamification in Education: A Systematic Literature Review (2023)The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)Female Gamers’ Experience of Online Harassment and Social Support in Online Gaming: A Qualitative Study (2018)Efficacy of Short-term Treatment of Internet and Computer Game Addiction (2019)The effects of social media influencers’ self-disclosure on behavioral intentions: The role of source credibility, parasocial relationships, and brand trust (2021)
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  • 2016The Routledge Handbook of Media Use and Well-Being299 cited
  • 2011The Ideal Self at Play280 cited
  • 2018Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being210 cited
  • 2015Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment185 cited
  • 2019Self-determination theory, internet gaming disorder, and the mediating role of self-control175 cited
  • 2016Heuristic Evaluation for Gameful Design112 cited
  • 2018Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment110 cited
  • 2021Effects of gender and personality differences on students’ perception of game design elements in educational gamification107 cited
  • 2022Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction98 cited
  • 2015Designing interactive systems through a game lens: An ethnographic approach94 cited
  • 2016Gamification: A framework for designing software in e-banking91 cited
  • 2016Learning by playing: A cross-sectional descriptive study of nursing students' experiences of learning clinical reasoning86 cited
  • 2014Increasing collaborative communications in a programming course with gamification

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81 cited
  • 2021Individualized gamification elements: The impact of avatar and feedback design on reuse intention75 cited
  • 2016Contextual Autonomy Support in Video Game Play74 cited
  • 2016Fostering Development of Work Competencies and Motivation via Gamification74 cited