An Embodied View of Flow
暂无分享,去创建一个
[1] Donna L. Hoffman,et al. Flow Online: Lessons Learned and Future Prospects , 2009 .
[2] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[3] J. Smallwood,et al. The lights are on but no one’s home: Meta-awareness and the decoupling of attention when the mind wanders , 2007, Psychonomic bulletin & review.
[4] M. Csíkszentmihályi. The flow experience and its significance for human psychology. , 1988 .
[5] Dennis L. Hoffman,et al. Marketing in Hypermedia Computer-Mediated Environments : Conceptual Foundations 1 ) , 1998 .
[6] Alexander E. Voiskounsky,et al. Playing Online Games: Flow Experience , 2004, PsychNology J..
[7] Paul A. Cairns,et al. Assessing the Core Elements of the Gaming Experience , 2010, Evaluating User Experience in Games.
[8] Donald A. Norman,et al. Attention to Action , 1986 .
[9] 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 .
[10] Ping Zhang,et al. A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments , 2003, Int. J. Hum. Comput. Stud..
[11] Graham Stew,et al. Challenge-Skills and Mindfulness: An Exploration of the Conundrum of Flow Process , 2006 .
[12] J. Ghani. Flow in human-computer interactions: test of a model , 1995 .
[13] Brian Bruya,et al. Introduction: Toward a Theory of Attention That Includes Effortless Attention and Action , 2009 .
[14] D. Ihde. Technology and the lifeworld : from garden to earth , 1991 .
[15] Ping Zhang,et al. Flow in Computer-Mediated Environments: Promises and Challenges , 2005, Commun. Assoc. Inf. Syst..
[16] Jonathan Steuer,et al. Defining virtual reality: dimensions determining telepresence , 1992 .
[17] Frans Mäyrä,et al. Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.
[18] Steven Pace,et al. A grounded theory of the flow experiences of Web users , 2004, Int. J. Hum. Comput. Stud..
[19] Mihaly Csikszentmihalyi,et al. A reponse to the Kimiecik & Stein and Jackson papers , 1992 .
[20] M. Csíkszentmihályi. Finding Flow: The Psychology of Engagement with Everyday Life , 1997 .
[21] J. Gibson. The Ecological Approach to Visual Perception , 1979 .
[22] E. Rosch,et al. The Embodied Mind: Cognitive Science and Human Experience , 1993 .
[23] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[24] Scott R. Klemmer,et al. How bodies matter: five themes for interaction design , 2006, DIS '06.
[25] Fausto Massimini,et al. Optimal experience in work and leisure among teachers and physicians: Individual and bio‐cultural implications , 2003 .
[26] Paul A. Cairns,et al. A grounded investigation of game immersion , 2004, CHI EA '04.
[27] Claire Petitmengin,et al. Describing one’s subjective experience in the second person: An interview method for the science of consciousness , 2006 .
[28] Mihaly Csikszentmihalyi,et al. The Phenomenology of Body‐Mind: The Contrasting Cases of Flow in Sports and Contemplation , 2000 .
[29] Nadia Bianchi-Berthouze,et al. Understanding the Role of Body Movement in Player Engagement , 2012, Hum. Comput. Interact..
[30] G. Stew,et al. Further Explorations into the Conundrum of Flow Process , 2007 .
[31] Paul Dourish,et al. Where the action is , 2001 .
[32] Walter Schneider,et al. Controlled and Automatic Human Information Processing: 1. Detection, Search, and Attention. , 1977 .
[33] Henry Been-Lirn Duh,et al. Communicative behaviors and flow experience in tabletop gaming , 2009, Advances in Computer Entertainment Technology.
[34] J. Webster,et al. The Dimensionality and Correlates of Flow in Human-Computer Interactions. , 1993 .
[35] M. Csíkszentmihályi,et al. Flow in Sports , 1999 .
[36] Paul A. Cairns,et al. Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..
[37] Terry Winograd,et al. Understanding computers and cognition - a new foundation for design , 1987 .
[38] Brandon J. Schmeichel,et al. Effortful attention control , 2010 .
[39] A. Voiskounsky. Psychological Aspects of Cyberspace: Flow Experience in Cyberspace: Current Studies and Perspectives , 2008 .
[40] D. Hoffman,et al. The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences , 2003 .
[41] Wijnand A. IJsselsteijn,et al. Presence: concept, determinants, and measurement , 2000, Electronic Imaging.
[42] F. Ullén,et al. The psychophysiology of flow during piano playing. , 2010, Emotion.
[43] Russell T. Hurlburt,et al. The Descriptive Experience Sampling method , 2006 .
[44] Pablo Romero,et al. Effortless attention and composite challenges in movement interaction , 2012, BCS HCI.
[45] Thomas B. Sheridan,et al. Musings on Telepresence and Virtual Presence , 1992, Presence: Teleoperators & Virtual Environments.
[46] Christoph Klimmt,et al. Media Psychology is not yet there: Introducing Theories on Media Entertainment to the Presence Debate , 2003, Presence: Teleoperators & Virtual Environments.
[47] Hsiang Chen,et al. Flow on the net-detecting Web users' positive affects and their flow states , 2006, Comput. Hum. Behav..
[48] Jenny Edwards,et al. Introduction to the special issue on movement-based interaction , 2007, Personal and Ubiquitous Computing.
[49] Antonella Delle Fave,et al. The Phenomenology of Optimal Experience in Daily Life , 2011 .
[50] G. Ellis,et al. Measurement and Analysis Issues with Explanation of Variance in Daily Experience Using the Flow Model , 1994 .
[51] E. Thompson,et al. Mind in life : biology, phenomenology, and the sciences of mind , 2007 .
[52] P. Verbeek. What Things Do: Philosophical Reflections on Technology, Agency, and Design , 2005 .
[53] Darryl Charles,et al. Toward an understanding of flow in video games , 2008, CIE.
[54] M. Csíkszentmihályi,et al. The Concept of Flow , 2014 .
[55] Elena Karahanna,et al. Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..
[56] M. Csíkszentmihályi. Flow: The Psychology of Optimal Experience , 1990 .
[57] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[58] T. Ziemke. What’s that Thing Called Embodiment? , 2003 .
[59] Ting-Jui Chou,et al. The Role of Flow Experience in Cyber-Game Addiction , 2003, Cyberpsychology Behav. Soc. Netw..
[60] Pablo Romero,et al. Empirical validation of the involvement component of the pervasive GameFlow model , 2011, Advances in Computer Entertainment Technology.
[61] M. Csíkszentmihályi. Beyond boredom and anxiety , 1975 .
[62] Yongxia Skadberg,et al. Visitors' flow experience while browsing a Web site: its measurement, contributing factors and consequences , 2004, Comput. Hum. Behav..
[63] Peter Bayliss,et al. Notes Toward a Sense of Embodied Gameplay , 2007, DiGRA Conference.
[64] Mihaly Csikszentmihalyi,et al. Effortless attention in everyday life: A systematic phenomenology. , 2010 .
[65] Ben Matthews,et al. Easy doesn’t do it: skill and expression in tangible aesthetics , 2007, Personal and Ubiquitous Computing.
[66] J. Smallwood,et al. The restless mind. , 2006, Psychological bulletin.
[67] Joseph J. Martocchio,et al. Microcomputer playfulness: development of a measure with workplace implications , 1992 .
[68] Namin Shin,et al. Online learner's 'flow' experience: an empirical study , 2006, Br. J. Educ. Technol..
[69] Stephan Wensveen,et al. Interaction frogger: a design framework to couple action and function through feedback and feedforward , 2004, DIS '04.