Not So Angry Birds: Psychological Benefits of Mobile Games
暂无分享,去创建一个
[1] S. Jin. “Toward Integrative Models of Flow”: Effects of Performance, Skill, Challenge, Playfulness, and Presence on Flow in Video Games , 2012 .
[2] Christopher P. Barlett,et al. Video Game Effects—Confirmed, Suspected, and Speculative , 2009 .
[3] Imsook Ha,et al. Determinants of adoption of mobile games under mobile broadband wireless access environment , 2007, Inf. Manag..
[4] M. Csíkszentmihályi,et al. The Importance of Challenge for the Enjoyment of Intrinsically Motivated, Goal-Directed Activities , 2012, Personality & social psychology bulletin.
[5] Ron Tamborini,et al. Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks , 2009 .
[6] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[7] Anne J. Wells,et al. Self-esteem and optimal experience. , 1988 .
[8] John L. Sherry,et al. Orientations to Video Games Among Gender and Age Groups , 2010 .
[9] John G. Lynch,et al. Reconsidering Baron and Kenny: Myths and Truths about Mediation Analysis , 2010 .
[10] G. Privette,et al. Peak experience, peak performance, and flow: A comparative analysis of positive human experiences. , 1983 .
[11] Lennart E. Nacke,et al. Electroencephalographic Assessment of Player Experience , 2011 .
[12] James D. Ivory. Still a Man's Game: Gender Representation in Online Reviews of Video Games , 2006 .
[13] Mark D. Griffiths,et al. Breaking the Stereotype: The Case of Online Gaming , 2003, Cyberpsychology Behav. Soc. Netw..
[14] Sheng-Chin Yu,et al. journal homepage: www.elsevier.com/locate/compedu , 2022 .
[15] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[16] Karsten D. Wolf. Communities of Practice in MMORPGs: An Entry Point into Addiction? , 2007 .
[17] John L. Sherry. Flow and Media Enjoyment , 2004 .
[18] Chin-Lung Hsu,et al. Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..
[19] Jenova Chen,et al. Flow in games (and everything else) , 2007, CACM.
[20] C. Fornell,et al. Evaluating structural equation models with unobservable variables and measurement error. , 1981 .
[21] Jeroen Jansz,et al. To persevere is to save the world: exploring expertise in gaming , 2010, Fun and Games '10.
[22] S. Engeser,et al. Flow, performance and moderators of challenge-skill balance , 2008 .
[23] M. Rosenberg,et al. Global self-esteem and specific self-esteem : Different concepts different outcomes , 1995 .
[24] Daniel L. King,et al. Video Game Structural Characteristics: A New Psychological Taxonomy , 2009, International Journal of Mental Health and Addiction.
[25] Samuel R. Sommers,et al. Hopes Dashed and Dreams Fulfilled: Contingencies of Self-Worth and Graduate School Admissions , 2002 .
[26] D. Y. Wohn. Gender and Race Representation in Casual Games , 2011 .
[27] Christoph Klimmt,et al. Gender and Computer Games: Exploring Females' Dislikes , 2006, J. Comput. Mediat. Commun..
[28] Anton Nijholt,et al. Movement-Based Sports Video Games: Investigating Motivation and Gaming Experience , 2009, Entertain. Comput..
[29] Andrew K. Przybylski,et al. A Motivational Model of Video Game Engagement , 2010 .
[30] B. Schultz. Gender and Race , 2005 .
[31] M. Csíkszentmihályi. The flow experience and its significance for human psychology. , 1988 .
[32] J. Crocker,et al. Contingencies of self-worth in college students: theory and measurement. , 2003, Journal of personality and social psychology.
[33] N. Yee. Maps of Digital Desires : Exploring the Topography of Gender and Play in Online Games , 2008 .
[34] Leonard Reinecke,et al. The Pleasures of Success: Game-Related Efficacy Experiences as a Mediator Between Player Performance and Game Enjoyment , 2011, Cyberpsychology Behav. Soc. Netw..
[35] J. Webster,et al. The Dimensionality and Correlates of Flow in Human-Computer Interactions. , 1993 .
[36] Alexander von Eye,et al. Self-Concept, Self-Esteem, Gender, Race, and Information Technology Use , 2009, Cyberpsychology Behav. Soc. Netw..
[37] D. Hoang. FLOW: The Psychology of Optimal Experience , 2018 .
[38] Lina Eklund,et al. Doing gender in cyberspace: The performance of gender by female World of Warcraft players , 2011 .
[39] M. Csíkszentmihályi,et al. Optimal experience: Psychological studies of flow in consciousness. , 1988 .
[40] Marina Krcmar,et al. Conceptualizing Media Enjoyment as Attitude: Implications for Mass Media Effects Research , 2004 .
[41] Elena Karahanna,et al. Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..
[42] Larissa Hjorth,et al. Distractedly engaged: Mobile gaming and convergent mobile media , 2011 .
[43] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[44] Hao Wang,et al. Game reward systems: Gaming experiences and social meanings , 2011, DiGRA Conference.
[45] S. Deshpande,et al. Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction , 1994 .
[46] M. Csíkszentmihályi,et al. The Concept of Flow , 2014 .
[47] E. Chan. Females' video game playing motivation and performance: Examining gender stereotypes and competence goals , 2008 .
[48] R. Vonk,et al. Self-compassion versus global self-esteem: two different ways of relating to oneself. , 2009, Journal of personality.
[49] Christoph Klimmt,et al. Player Performance, Satisfaction, and Video Game Enjoyment , 2009, ICEC.
[50] Xianggui Qu,et al. Multivariate Data Analysis , 2007, Technometrics.
[51] Anthony M. Limperos,et al. Gaming Across Different Consoles: Exploring the Influence of Control Scheme on Game-Player Enjoyment , 2011, Cyberpsychology Behav. Soc. Netw..
[52] Christoph Klimmt,et al. Explaining the enjoyment of playing video games: the role of competition , 2003, ICEC.
[53] Elina M. I. Koivisto,et al. Playability heuristics for mobile games , 2006, Mobile HCI.
[54] Fred D. Davis,et al. Extrinsic and Intrinsic Motivation to Use Computers in the Workplace1 , 1992 .
[55] Kathleen D. Vohs,et al. PSYCHOLOGICAL SCIENCE IN THE PUBLIC INTEREST DOES HIGH SELF-ESTEEM CAUSE BETTER PERFORMANCE, INTERPERSONAL SUCCESS, HAPPINESS, OR HEALTHIER LIFESTYLES? , 2022 .
[56] M. Rosenberg. Society and the Adolescent Self-Image. Rev. ed. , 1989 .
[57] Soraya Mehdizadeh,et al. Self-Presentation 2.0: Narcissism and Self-Esteem on Facebook , 2010, Cyberpsychology Behav. Soc. Netw..
[58] J. Katz,et al. Mobile Games and Entertainment , 2008 .
[59] J. Colwell,et al. Negative correlates of computer game play in adolescents. , 2000, British journal of psychology.
[60] 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..
[61] John L. Sherry,et al. Narrative and interactivity in computer games , 2006 .
[62] H. Bless,et al. Bulletin Personality and Social Psychology Flow and Regulatory Compatibility: an Experimental Approach to the Flow Model of Intrinsic Motivation on Behalf Of: Society for Personality and Social Psychology , 2022 .
[63] Anastasia Salter,et al. Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public , 2012 .
[64] Terence A. Oliva,et al. Play as a Consumption Experience: The Roles of Emotions, Performance, and Personality in the Enjoyment of Games , 1984 .
[65] D. Hoffman,et al. Measuring the Flow Experience Among Web Users , 2000 .
[66] Juho Hamari,et al. Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..
[67] Shashank Rao,et al. WHY THEY ENJOY VIRTUAL GAME WORLDS? AN EMPIRICAL INVESTIGATION , 2008 .
[68] Randy J. Pagulayan,et al. A survey method for assessing perceptions of a game: The consumer playtest in game design , 2019, Game Stud..
[69] M. Csíkszentmihályi,et al. The effect of perceived challenges and skills on the quality of subjective experience. , 1996, Journal of personality.
[70] K. Durkin,et al. Not so doomed: computer game play and positive adolescent development , 2002 .
[71] Jaakko Stenros,et al. Social Network Games , 2013 .
[72] T. Willoughby,et al. A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: prevalence, frequency of use, and psychosocial predictors. , 2008, Developmental psychology.
[73] Kristopher J Preacher,et al. Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models , 2008, Behavior research methods.
[74] Henry Jenkins,et al. From Barbie to Mortal Kombat: gender and computer games , 1998 .