Flow in gaming: literature synthesis and framework development
暂无分享,去创建一个
Fiona Fui-Hoon Nah | Brenda Eschenbrenner | Qing Zeng | Venkata Rajasekhar Telaprolu | Sepandar Sepehr | F. Nah | S. Sepehr | Qing Zeng | Brenda L. Eschenbrenner | Sepandar Sepehr
[1] Frank Biocca,et al. Immersive virtual reality technology , 1995 .
[2] Chin-Lung Hsu,et al. Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..
[3] D. Scott,et al. Advanced or Addicted? Exploring the Relationship of Recreation Specialization to Flow Experiences and Online Game Addiction , 2013 .
[4] E. Deci,et al. The general causality orientations scale: Self-determination in personality , 1985 .
[5] Clint A. Bowers,et al. Measuring the flow experience of gamers: An evaluation of the DFS-2 , 2012, Comput. Hum. Behav..
[6] Alessandro De Gloria,et al. > Replace This Line with Your Paper Identification Number (double-click Here to Edit) < , 2022 .
[7] Ming-Yueh Hwang,et al. Elders' Usability, Dependability, and Flow Experiences on Embodied Interactive Video Games , 2011 .
[8] Kevin Browne,et al. An empirical evaluation of user interfaces for a mobile video game , 2012, Entertain. Comput..
[9] K. Werbach,et al. For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .
[10] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[11] M. Struwig,et al. A gaming approach to learning medical microbiology: students’ experiences of flow , 2007, Medical teacher.
[12] Heejin Lee,et al. What makes people experience flow? Social characteristics of online games , 2005, Int. J. Adv. Media Commun..
[13] Anthony Faiola,et al. Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning , 2013, Comput. Hum. Behav..
[14] Xiaowen Fang,et al. Development of an Instrument for Studying Flow in Computer Game Play , 2013, Int. J. Hum. Comput. Interact..
[15] Seung-A Annie Jin,et al. “I Feel Present. Therefore, I Experience Flow:” A Structural Equation Modeling Approach to Flow and Presence in Video Games , 2011 .
[16] Jong-Chao Hong,et al. Computer Self-Efficacy, Competitive Anxiety and Flow State: Escaping from Firing Online Game , 2012 .
[17] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[18] K. Kiili. Content creation challenges and flow experience in educational games: The IT-Emperor case , 2005, Internet High. Educ..
[19] Brock Dubbels,et al. Gamification, Serious Games, Ludic Simulation, and other Contentious Categories , 2013, Int. J. Gaming Comput. Mediat. Simulations.
[20] Jonathan Steuer,et al. Defining virtual reality: dimensions determining telepresence , 1992 .
[21] Stephen M Shortell,et al. Interactive games to promote behavior change in prevention and treatment. , 2011, JAMA.
[22] Brenda Brathwaite,et al. Challenges for Game Designers , 2008 .
[23] Wen-Bin Chiou,et al. Psychological Motives and Online Games Addiction: ATest of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents , 2006, Cyberpsychology Behav. Soc. Netw..
[24] Eric Zhi-Feng Liu,et al. Exploring Online Game Players' Flow Experiences and Positive Affect. , 2011 .
[25] A. Faber. Finding Flow The Psychology Of Engagement With Everyday Life , 2016 .
[26] F. Biocca,et al. Communication in the age of virtual reality , 1995 .
[27] Alexander E. Voiskounsky,et al. Playing Online Games: Flow Experience , 2004, PsychNology J..
[28] S. Jin. “Toward Integrative Models of Flow”: Effects of Performance, Skill, Challenge, Playfulness, and Presence on Flow in Video Games , 2012 .
[29] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[30] Tao Zhou. Understanding the effect of flow on user adoption of mobile games , 2012, Personal and Ubiquitous Computing.
[31] Christopher Cunningham,et al. Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .
[32] J. Webster,et al. Flow in Computer-Mediated Communication , 1992 .
[33] Yeojin Kim,et al. Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games , 2013, Comput. Hum. Behav..
[34] Darryl Charles,et al. Toward an understanding of flow in video games , 2008, CIE.
[35] T. B. Cornwell,et al. Cashing in on crashes via brand placement in computer games , 2005 .
[36] Donna L. Hoffman,et al. Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .
[37] Ruth Rettie,et al. An exploration of flow during Internet use , 2001, Internet Res..
[38] Bartholomäus Wissmath,et al. Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..
[39] Wilfried Admiraal,et al. The concept of flow in collaborative game-based learning , 2011, Comput. Hum. Behav..
[40] Kursat Cagiltay,et al. Flow experiences of children in an interactive social game environment , 2007, Br. J. Educ. Technol..
[41] Randy J. Pagulayan,et al. User-centered design in games , 2012 .
[42] Alasdair G. Thin,et al. Flow Experience and Mood States While Playing Body Movement-Controlled Video Games , 2011, Games Cult..
[43] Joseph J. Martocchio,et al. Microcomputer playfulness: development of a measure with workplace implications , 1992 .
[44] C. K. John Wang,et al. The Psychometric Properties of Dispositional Flow Scale-2 in Internet Gaming , 2009 .
[45] Brian S. Butler,et al. Reliability, Mindfulness, and Information Systems , 2006, MIS Q..
[46] Ernest Adams,et al. Andrew Rollings and Ernest Adams on Game Design , 2003 .
[47] Fiona Fui-Hoon Nah,et al. Enhancing Brand Equity Through Flow and Telepresence: A Comparison of 2D and 3D Virtual Worlds , 2011, MIS Q..
[48] Fiona Fui-Hoon Nah,et al. Gamification of Education Using Computer Games , 2013, HCI.
[49] Robert Zubek,et al. MDA : A Formal Approach to Game Design and Game Research , 2004 .
[50] Ritu Agarwal,et al. A Conceptual and Operational Definition of Personal Innovativeness in the Domain of Information Technology , 1998, Inf. Syst. Res..
[51] A. Bandura. Social Foundations of Thought and Action: A Social Cognitive Theory , 1985 .
[52] Chiao-Chen Chang,et al. Examining users′ intention to continue using social network games: A flow experience perspective , 2013, Telematics Informatics.
[53] Nadia Bianchi-Berthouze,et al. Does Body Movement Engage You More in Digital Game Play? and Why? , 2007, ACII.
[54] A. Bandura. Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychology Review.
[55] Soung Hie Kim,et al. ERP training with a web-based electronic learning system: The flow theory perspective , 2007, Int. J. Hum. Comput. Stud..
[56] Raph Koster. The Game Design Reader: A Rules of Play Anthology , 2005 .
[57] K. Kiili. Digital game-based learning: Towards an experiential gaming model , 2005, Internet High. Educ..
[58] René Weber,et al. Neural contributions to flow experience during video game playing. , 2012, Social cognitive and affective neuroscience.
[59] Kalle Jegers,et al. Pervasive game flow: understanding player enjoyment in pervasive gaming , 2007, CIE.
[60] Izak Benbasat,et al. Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation , 1991, Inf. Syst. Res..
[61] Mark D. Griffiths,et al. A Qualitative Analysis of Online Gaming Addicts in Treatment , 2013, International Journal of Mental Health and Addiction.
[62] Nicole Fruehauf. Flow The Psychology Of Optimal Experience , 2016 .
[63] I. Scott MacKenzie,et al. ISO 9241-9 evaluation of video game controllers , 2009, Graphics Interface.
[64] F. Nah,et al. Enhancing%' or paper_id like 'brand equity through flow and telepresence: a comparison of 2D and 3D virtual worlds , 2011 .
[65] Milena M. Head,et al. Competition as an element of gamification for learning: an exploratory longitudinal investigation , 2013, Gamification.
[66] Damien Renard,et al. Online Promotional Games: Impact of Flow Experience on Word-of-Mouth and Personal Information Sharing , 2013 .
[67] Li-Chun Wang,et al. The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning , 2010 .
[68] Yi-Ling Chen,et al. Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory , 2013, Comput. Educ..
[69] Brett E. Shelton,et al. Visual perspectives within educational computer games: effects on presence and flow within virtual immersive learning environments , 2011 .
[70] R. Eklund,et al. Assessing Flow in Physical Activity: The Flow State Scale-2 and Dispositional Flow Scale-2 , 2002 .
[71] Matthew Lombard,et al. At the Heart of It All: The Concept of Presence , 2006 .
[72] Christoph Klimmt,et al. Gender and Computer Games: Exploring Females' Dislikes , 2006, J. Comput. Mediat. Commun..
[73] Pedro F. Hernández-Ramos,et al. Flow and cooperative learning in civic game play , 2012, New Media Soc..
[74] Chin-Lung Hsu,et al. Exploring the Player Flow Experience in E-Game Playing , 2010, Int. J. Technol. Hum. Interact..
[75] Kirk Damon Aiken,et al. Effects of college students’ video-gaming behavior on self-concept clarity and flow , 2012 .
[76] John P. Charlton,et al. Distinguishing addiction and high engagement in the context of online game playing , 2007, Comput. Hum. Behav..
[77] Daniel M. Johnson,et al. Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues , 2004, ICEC.
[78] Alec M. Bodzin,et al. A mixed methods assessment of students' flow experiences during a mobile augmented reality science game , 2013, J. Comput. Assist. Learn..
[79] Scott E. Caplan,et al. Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..
[80] Ting-Jui Chou,et al. The Role of Flow Experience in Cyber-Game Addiction , 2003, Cyberpsychology Behav. Soc. Netw..
[81] Jenova Chen,et al. Flow in games (and everything else) , 2007, CACM.