Exploring the Weak Association between Flow Experience and Performance in Virtual Environments
暂无分享,去创建一个
Chenglei Yang | Feng Tian | Xiangxu Meng | Juan Liu | Chao Zhou | Yulong Bian | Wei Gai | Chia Shen | Xiangxu Meng | Feng Tian | Chenglei Yang | Yulong Bian | Chia Shen | Juan Liu | Chao Zhou | Wei Gai
[1] Jari Takatalo,et al. Components of human experience in virtual environments , 2008, Comput. Hum. Behav..
[2] S. Engeser,et al. Flow, performance and moderators of challenge-skill balance , 2008 .
[3] Raymond MacDonald,et al. Creativity and flow in musical composition: an empirical investigation , 2006 .
[4] Susan A. Jackson,et al. Psychological Antecedents of Flow in Recreational Sport , 1995 .
[5] Tsung-Hsien Kuo,et al. How can one amplify the effect of e-learning? An examination of high-tech employees' computer attitude and flow experience , 2010, Comput. Hum. Behav..
[6] Chenglei Yang,et al. Enabling Participatory Design of 3D Virtual Scenes on Mobile Devices , 2017, WWW.
[7] Peta Wyeth,et al. Natural mapping and intuitive interaction in videogames , 2014, CHI PLAY.
[8] Ting-Chia Hsu,et al. Learning English with Augmented Reality: Do learning styles matter? , 2017, Comput. Educ..
[9] Fatma Burcu Topu,et al. Retention and flow under guided and unguided learning experience in 3D virtual worlds , 2015, Comput. Hum. Behav..
[10] J. Robert Grove,et al. Peak moments in sport: a literature review. , 1991 .
[11] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[12] J. Schüler,et al. Arousal of Flow Experience in a Learning Setting and Its Effects on Exam Performance and Affect , 2007 .
[13] Han-Chao Chang,et al. The effect of flow experience on player loyalty in mobile game application , 2016, Comput. Hum. Behav..
[14] J. Schüler,et al. The rewarding effect of flow experience on performance in a marathon race , 2009 .
[15] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[16] Stefan Engeser,et al. Advances in Flow Research , 2012 .
[17] D. Hoang. FLOW: The Psychology of Optimal Experience , 2018 .
[18] Kalle Jegers,et al. Pervasive game flow: understanding player enjoyment in pervasive gaming , 2007, CIE.
[19] Chenglei Yang,et al. Effects of Pedagogical Agent's Personality and Emotional Feedback Strategy on Chinese Students' Learning Experiences and Performance: A Study Based on Virtual Tai Chi Training Studio , 2016, CHI.
[20] Hyunseung Choo,et al. Exploring the user experience of three-dimensional virtual learning environments , 2013, Behav. Inf. Technol..
[21] O. Stoll,et al. Flow-Erleben beim Marathonlauf , 2005 .
[22] Herbert W. Marsh,et al. Psychological Correlates of Flow in Sport , 1998 .
[23] Minhong Wang,et al. Using 3D virtual environments to facilitate students in constructivist learning , 2013, Decis. Support Syst..
[24] Wei-Hua Chieng,et al. Measuring virtual experience in a three-dimensional virtual reality interactive simulator environment: a structural equation modeling approach , 2014, Virtual Reality.
[25] Shisheng Zhou,et al. A framework for physiological indicators of flow in VR games: construction and preliminary evaluation , 2016, Personal and Ubiquitous Computing.
[26] Ron Tamborini,et al. Defining Media Enjoyment as the Satisfaction of Intrinsic Needs , 2010 .
[27] Jerry Chih-Yuan Sun,et al. The benefits of a challenge: student motivation and flow experience in tablet-PC-game-based learning , 2015, Interact. Learn. Environ..
[28] Patrick R. Thomas,et al. Relationships between Flow, Self-Concept, Psychological Skills, and Performance , 2001 .
[29] F. Ullén,et al. Physiological correlates of the flow experience during computer game playing. , 2015, International journal of psychophysiology : official journal of the International Organization of Psychophysiology.
[30] Paul van Schaik,et al. Measuring flow experience in an immersive virtual environment for collaborative learning , 2012, J. Comput. Assist. Learn..
[31] Ulrich Schiefele,et al. Die Bedingungen des Flow-Erlebens in einer experimentellen Spielsituation , 2006 .
[32] S. Jackson,et al. Positive Performance States of Athletes: Toward a Conceptual Understanding of Peak Performance , 1992 .
[33] 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 .
[34] Regan L. Mandryk,et al. Control your game-self: effects of controller type on enjoyment, motivation, and personality in game , 2013, CHI.
[35] Chenglei Yang,et al. Supporting Easy Physical-to-Virtual Creation of Mobile VR Maze Games: A New Genre , 2017, CHI.
[36] Li-Chun Wang,et al. The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning , 2010 .
[37] Alessandro De Gloria,et al. > Replace This Line with Your Paper Identification Number (double-click Here to Edit) < , 2022 .
[38] Regina Vollmeyer,et al. Understanding the psychophysiology of flow: A driving simulator experiment to investigate the relationship between flow and heart rate variability , 2015, Comput. Hum. Behav..
[39] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[40] Cristina Calvo-Porral,et al. Exploring technology satisfaction: An approach through the flow experience , 2017, Comput. Hum. Behav..
[41] 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..
[42] Nicole C. Krämer,et al. "It doesn't matter what you are!" Explaining social effects of agents and avatars , 2010, Comput. Hum. Behav..
[43] Shi Bing. A Study on the Appraisal Criteria of University Students' 24-stroke Taiji , 2003 .
[44] Ping Zhang,et al. A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments , 2003, Int. J. Hum. Comput. Stud..
[45] J. Bailenson,et al. Virtual Humans and Persuasion: The Effects of Agency and Behavioral Realism , 2007 .
[46] Johannes Keller,et al. Locus of control and the flow experience: An experimental analysis , 2008 .
[47] Xitao Fan,et al. Sensitivity of Fit Indexes to Misspecified Structural or Measurement Model Components: Rationale of Two-Index Strategy Revisited , 2005 .
[48] M. Csíkszentmihályi,et al. Flow Theory and Research , 2009 .
[49] Wilfried Admiraal,et al. The concept of flow in collaborative game-based learning , 2011, Comput. Hum. Behav..
[50] Risto Rajala,et al. Flow in context: Development and validation of the flow experience instrument for social networking , 2016, Comput. Hum. Behav..