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The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design.
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The Semiotics of Time Structure in Ludic Space As a Foundation for Analysis and Design. (2005)The Semiotics of Time Structure in Ludic …Transportation or Narrative Completion? Attentiveness during Binge-Watching Moderates Regret (2019)Transportation or Narrative C…A Spectrum of Audience Interactivity for Entertainment Domains (2019)A Spectrum of Audience Intera…Creating Felicitous Gaming Experiences: Semiotics and Pragmatics as Tools for Video Game Localisation (2016)Creating Felicitous Gaming Ex…Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition (2010)Structuring Narrative in 3D D…The Many Faces of Role-Playing Games (2008)The Many Faces of Role-Playin…The Design and Use of Simulation Computer Games in Education (2007)The Design and Use of Simulat…Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Aligning game activity with educational goals: following a constrained design approach to instructional computer games (2010)Processes and Models for Serious Game Design and Development (2016)Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts (2022)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Communities of Practice (1998)The story in the mind: the effect of 3D gameplay on the structuring of written L2 narratives (2014)Serious Games (1970)The Grasshopper: Games, Life and Utopia (1978)Hamlet on the holodeck: the future of narrative in cyberspace (1997)Using group role-playing games with gifted children and adolescents: A psychosocial intervention model. (2013)The neuroscience of Romeo and Juliet : an fMRI study of acting (2019)Role, play, and games: Comparison between role-playing games and role-play in education (2023)On Linguistic Aspects of Translation (1959)Course in General Linguistics (1960)Brain mechanisms linking language and action (2005)Key Concepts in Game Localisation Quality (2020)Towards Game Translation User Research (2024)Uses and Gratifications Research (1973)The role of transportation in the persuasiveness of public narratives. (2000)Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German (2006)Binge watching: An exploration of the role of technology (2020)Distinguishing feast-watching from cringe-watching: Planned, social, and attentive binge-watching predicts increased well-being and decreased regret (2021)How narrative transportation in movies affects audiences’ positive word-of-mouth: The mediating role of emotion (2021)Interaction Ritual: Essays on Face-to-Face Behavior. (1968)Games, Motivation, and Learning: A Research and Practice Model (2002)Rules of Play: Game Design Fundamentals (2003)
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  • 2008The Many Faces of Role-Playing Games121 cited
  • 2007The Design and Use of Simulation Computer Games in Education68 cited
  • 2019Transportation or Narrative Completion? Attentiveness during Binge-Watching Moderates Regret45 cited
  • 2010Structuring Narrative in 3D Digital Game‐Based Learning Environments to Support Second Language Acquisition29 cited
  • 2016Creating Felicitous Gaming Experiences: Semiotics and Pragmatics as Tools for Video Game Localisation21 cited
  • 2019A Spectrum of Audience Interactivity for Entertainment Domains19 cited

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