-
3
-
-
0000913978
-
Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage
-
Agarwal, R., & Karahanna, E. (2000). Time flies when you're having fun: Cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24, 665-694.
-
(2000)
MIS Quarterly
, vol.24
, pp. 665-694
-
-
Agarwal, R.1
Karahanna, E.2
-
5
-
-
0035464222
-
Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and pro-social behavior: A meta-analytic review of the scientific literature
-
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and pro-social behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
-
(2001)
Psychological Science
, vol.12
, pp. 353-359
-
-
Anderson, C.A.1
Bushman, B.J.2
-
6
-
-
0034171141
-
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
-
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790.
-
(2000)
Journal of Personality and Social Psychology
, vol.78
, pp. 772-790
-
-
Anderson, C.A.1
Dill, K.E.2
-
8
-
-
0038616011
-
Pleasures of the brain
-
Berridge, K. C. (2003). Pleasures of the brain. Brain & Cognition, 52, 106-128.
-
(2003)
Brain & Cognition
, vol.52
, pp. 106-128
-
-
Berridge, K.C.1
-
9
-
-
1442280058
-
Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents
-
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. Cyberpsychology & Behavior, 7, 11-24.
-
(2004)
Cyberpsychology & Behavior
, vol.7
, pp. 11-24
-
-
Choi, D.1
Kim, J.2
-
10
-
-
33745600416
-
Affect and the computer game player: The effect of gender, personality, and game reinforcement structure on affective responses to computer game-play
-
Chumbley, J., & Griffiths, M. (2006). Affect and the computer game player: The effect of gender, personality, and game reinforcement structure on affective responses to computer game-play. Cyberpsychology & Behavior, 9, 308-316.
-
(2006)
Cyberpsychology & Behavior
, vol.9
, pp. 308-316
-
-
Chumbley, J.1
Griffiths, M.2
-
12
-
-
0000004470
-
Social cognitive theory and individual reactions to computing technology: A longitudinal study
-
Compeau, D., Higgins, C. A., & Huff, S. (1999). Social cognitive theory and individual reactions to computing technology: A longitudinal study. MIS Quarterly, 23, 145-158.
-
(1999)
MIS Quarterly
, vol.23
, pp. 145-158
-
-
Compeau, D.1
Higgins, C.A.2
Huff, S.3
-
13
-
-
0142240928
-
The future of flow
-
In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), New York: Cambridge University Press
-
Csikszentmihalyi, M. (1988). The future of flow. In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal experience: Psychological studies of flow in consciousness (pp. 364-383). New York: Cambridge University Press.
-
(1988)
Optimal Experience: Psychological Studies of Flow in Consciousness
, pp. 364-383
-
-
Csikszentmihalyi, M.1
-
14
-
-
55249087535
-
Perceived usefulness, perceived ease of use, and user acceptance of information technology
-
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13, 319-339.
-
(1989)
MIS Quarterly
, vol.13
, pp. 319-339
-
-
Davis, F.D.1
-
15
-
-
0022068508
-
Intensity and frequency: Dimensions underlying positive and negative affect
-
Diener, E., Larsen, R. J., Levine, S., & Emmons, R. A. (1985). Intensity and frequency: Dimensions underlying positive and negative affect. Journal of Personality and Social Psychology, 48, 1253-1265.
-
(1985)
Journal of Personality and Social Psychology
, vol.48
, pp. 1253-1265
-
-
Diener, E.1
Larsen, R.J.2
Levine, S.3
Emmons, R.A.4
-
16
-
-
85047673567
-
Approach-avoidance motivation in personality: Approach and avoidance temperament and goals
-
Elliot, A. J., & Thrash, T. M. (2002). Approach-avoidance motivation in personality: Approach and avoidance temperament and goals. Journal of Personality and Social Psychology, 82, 804-818.
-
(2002)
Journal of Personality and Social Psychology
, vol.82
, pp. 804-818
-
-
Elliot, A.J.1
Thrash, T.M.2
-
18
-
-
10244244923
-
Understanding media enjoyment: The role of transportation into narrative worlds
-
Green, M. C., Brock, T. C., & Kaufman, G. F. (2004). Understanding media enjoyment: The role of transportation into narrative worlds. Communication Theory, 14, 311-327.
-
(2004)
Communication Theory
, vol.14
, pp. 311-327
-
-
Green, M.C.1
Brock, T.C.2
Kaufman, G.F.3
-
20
-
-
84989444299
-
The observational analysis of adolescent gambling in U.K. amusement arcades
-
Griffiths, M. D. (1991b). The observational analysis of adolescent gambling in U.K. amusement arcades. Journal of Community and Applied Social Psychology, 1, 309-320.
-
(1991)
Journal of Community and Applied Social Psychology
, vol.1
, pp. 309-320
-
-
Griffiths, M.D.1
-
21
-
-
0142118210
-
The therapeutic use of videogames in childhood and adolescence
-
Griffiths, M. D. (2003). The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8, 547-554.
-
(2003)
Clinical Child Psychology and Psychiatry
, vol.8
, pp. 547-554
-
-
Griffiths, M.D.1
-
22
-
-
0141600354
-
Video games and the pleasure of control
-
In D. Zillmann & P. Vorderer (Eds.), Mahwah, NJ: Erlbaum
-
Grodal, T. (2000). Video games and the pleasure of control. In D. Zillmann & P. Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 197-213). Mahwah, NJ: Erlbaum.
-
(2000)
Media Entertainment: The Psychology of Its Appeal
, pp. 197-213
-
-
Grodal, T.1
-
23
-
-
33745862063
-
Measuring emotional valence during interactive experiences: Boys at video game play
-
New York, NY: ACM
-
Hazlett, R. L. (2006). Measuring emotional valence during interactive experiences: Boys at video game play. In Proceedings of CHI 2006 (pp. 1023-1026). New York, NY: ACM.
-
(2006)
Proceedings of CHI 2006
, pp. 1023-1026
-
-
Hazlett, R.L.1
-
24
-
-
0030487126
-
Marketing in hypermedia computer-mediated environments: Conceptual foundations
-
Hoffman, D., & Novak, T. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60, 50-68.
-
(1996)
Journal of Marketing
, vol.60
, pp. 50-68
-
-
Hoffman, D.1
Novak, T.2
-
25
-
-
2342622104
-
Why do people play on-line games? An extended TAM with social influences and flow experience
-
Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41, 853-868.
-
(2004)
Information & Management
, vol.41
, pp. 853-868
-
-
Hsu, C.L.1
Lu, H.P.2
-
26
-
-
34147224241
-
Pervasive game flow: Understanding player enjoyment in pervasive gaming
-
Jegers, K. (2007). Pervasive game flow: Understanding player enjoyment in pervasive gaming. ACM Computers in Entertainment, 5, 1-11.
-
(2007)
ACM Computers in Entertainment
, vol.5
, pp. 1-11
-
-
Jegers, K.1
-
27
-
-
77954568627
-
It is always a lot of fun!: Exploring dimensions of digital game experience using focus group methodology
-
Karolien, P., Yvonne de, K., & Wijnand, I. (2007). It is always a lot of fun!: Exploring dimensions of digital game experience using focus group methodology. Proceedings of the 2007 Conference on Future Play. pp. 83-89.
-
(2007)
Proceedings of the 2007 Conference on Future Play
, pp. 83-89
-
-
Karolien, P.1
de Yvonne, K.2
Wijnand, I.3
-
28
-
-
30344447720
-
Using psychophysiological techniques to measure user experience with entertainment technologies
-
Mandryk, R. L., Inkpen, K. M., & Calvert, T. W. (2006), Using psychophysiological techniques to measure user experience with entertainment technologies. Behaviour & Information Technology, 25, 141-158.
-
(2006)
Behaviour & Information Technology
, vol.25
, pp. 141-158
-
-
Mandryk, R.L.1
Inkpen, K.M.2
Calvert, T.W.3
-
29
-
-
73449149291
-
Development of an instrument to measure the perceptions of adopting an information technology innovatio
-
Moore, G. C., & Benbasat, I. (1991). Development of an instrument to measure the perceptions of adopting an information technology innovation. Information Systems Research, 2, 192-222.
-
(1991)
Information Systems Researc
, vol.2
, pp. 192-222
-
-
Moore, G.C.1
Benbasat, I.2
-
30
-
-
10244263440
-
Conceptualizing media enjoyment as attitude: Implications for mass media effects research
-
Nabi, R. L., & Krcmar, M. (2004). Conceptualizing media enjoyment as attitude: Implications for mass media effects research. Communication Theory, 14, 288-310.
-
(2004)
Communication Theory
, vol.14
, pp. 288-310
-
-
Nabi, R.L.1
Krcmar, M.2
-
32
-
-
0029619276
-
Home video game playing in schoolchildren: A study of incidence and patterns of play
-
Phillips, C. A., Rolls, S., Rouse, A., & Griffiths, M. D. (1995). Home video game playing in schoolchildren: A study of incidence and patterns of play. Journal of Adolescence, 18, 687-691.
-
(1995)
Journal of Adolescence
, vol.18
, pp. 687-691
-
-
Phillips, C.A.1
Rolls, S.2
Rouse, A.3
Griffiths, M.D.4
-
33
-
-
77955823358
-
-
(June)., Paper presented at the Changing Views: Worlds in Play, Vancouver, British Columbia, Canada
-
Rajava, N., Sarri, T., Laarni, J., Kallinen, K., & Salminen, M. (2005, June). The psychophysiology of video gaming: Phasic emotional responses to game events. Paper presented at the Changing Views: Worlds in Play, Vancouver, British Columbia, Canada.
-
(2005)
The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events
-
-
Rajava, N.1
Sarri, T.2
Laarni, J.3
Kallinen, K.4
Salminen, M.5
-
34
-
-
10244238884
-
Expanding disposition theory: Reconsidering character liking, moral evaluations, and enjoyment
-
Raney, A. (2004). Expanding disposition theory: Reconsidering character liking, moral evaluations, and enjoyment. Communication Theory, 14, 348-369.
-
(2004)
Communication Theory
, vol.14
, pp. 348-369
-
-
Raney, A.1
-
35
-
-
0142063106
-
Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games
-
Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. CyberPsychology & Behavior, 6, 467-476.
-
(2003)
CyberPsychology & Behavior
, vol.6
, pp. 467-476
-
-
Robillard, G.1
Bouchard, S.2
Fournier, T.3
Renaud, P.4
-
37
-
-
0000431857
-
Pancultural aspects of the human conceptual organization of emotions
-
Russell, J. A. (1983). Pancultural aspects of the human conceptual organization of emotions. Journal of Personality and Social Psychology, 45, 1281-1288.
-
(1983)
Journal of Personality and Social Psychology
, vol.45
, pp. 1281-1288
-
-
Russell, J.A.1
-
38
-
-
33845628973
-
The motivational pull of video games: A self-determination theory approach
-
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 347-363.
-
(2006)
Motivation and Emotion
, vol.30
, pp. 347-363
-
-
Ryan, R.M.1
Rigby, C.S.2
Przybylski, A.3
-
39
-
-
84985078027
-
Playing videogames: The electronic friend
-
Selnow, G. W. (1984). Playing videogames: The electronic friend. Journal of Communication, 34, 148-156.
-
(1984)
Journal of Communication
, vol.34
, pp. 148-156
-
-
Selnow, G.W.1
-
40
-
-
10244234045
-
Flow and media enjoyment
-
Sherry, J. L. (2004). Flow and media enjoyment. Communication Theory, 14, 328-347.
-
(2004)
Communication Theory
, vol.14
, pp. 328-347
-
-
Sherry, J.L.1
-
41
-
-
82255191738
-
Relationship between developmental stages and video game uses and gratifications, game preference, and amount of time spent in play
-
San Diego, CA. Available online at, (last accessed 7/27/2010)
-
Sherry, J. L., Desouza, R., Greenberg, B., & Lachlan, K. (2003). Relationship between developmental stages and video game uses and gratifications, game preference, and amount of time spent in play. Paper presented at the International Communication Association annual conference, San Diego, CA. Available online at http://www.allacademic.com/meta/p111930index.html (last accessed 7/27/2010).
-
(2003)
Paper Presented At the International Communication Association Annual Conference
-
-
Sherry, J.L.1
Desouza, R.2
Greenberg, B.3
Lachlan, K.4
-
42
-
-
70349117221
-
The appeal of violent video games in children
-
Las Vegas, NV
-
Sherry, J. L., Desouza, R., & Holmstrom, A. (2003). The appeal of violent video games in children. Paper presented at the Broadcast Education Association annual conference, Las Vegas, NV.
-
(2003)
Paper Presented At the Broadcast Education Association Annual Conference
-
-
Sherry, J.L.1
Desouza, R.2
Holmstrom, A.3
-
43
-
-
70349087636
-
Gender differences in video game use and preferences
-
(November) Miami, FL
-
Sherry, J., Holmstrom, A., Binns, R., Greenberg, B., & Lachlan, K. (2003, November). Gender differences in video game use and preferences. Paper presented at the National Communication Association annual conference, Miami, FL.
-
(2003)
Paper Presented At the National Communication Association Annual Conference
-
-
Sherry, J.1
Holmstrom, A.2
Binns, R.3
Greenberg, B.4
Lachlan, K.5
-
44
-
-
0001086816
-
The association between perceptions of daily experiences and self- and spouse-rated mood
-
Stone, A. A. (1981). The association between perceptions of daily experiences and self- and spouse-rated mood. Journal of Research in Personality, 15, 510-522.
-
(1981)
Journal of Research in Personality
, vol.15
, pp. 510-522
-
-
Stone, A.A.1
-
45
-
-
33745255765
-
Game Flow: A model for evaluating player enjoyment in games
-
Sweetser, P., & Wyeth, P. (2005). Game Flow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3, 1-24.
-
(2005)
ACM Computers in Entertainment
, vol.3
, pp. 1-24
-
-
Sweetser, P.1
Wyeth, P.2
-
46
-
-
1242343694
-
Exposure to violent video games increases automatic aggressiveness
-
Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27, 41-52.
-
(2004)
Journal of Adolescence
, vol.27
, pp. 41-52
-
-
Uhlmann, E.1
Swanson, J.2
-
47
-
-
84906154991
-
-
Mahwah, NJ: Erlbaum
-
Vorderer, P., & Bryant, J. (2006). Playing video games: Motives, responses, and consequences. Mahwah, NJ: Erlbaum.
-
(2006)
Playing Video Games: Motives, Responses, and Consequences
-
-
Vorderer, P.1
Bryant, J.2
-
48
-
-
10244254891
-
Explaining the enjoyment of playing video games: The role of competition
-
Pittsburgh, PA: Carnegie Mellon University
-
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: The role of competition. In Proceedings of the Second International Conference on Entertainment Computing. Pittsburgh, PA: Carnegie Mellon University. pp. 1-9.
-
(2003)
Proceedings of the Second International Conference on Entertainment Computing
, pp. 1-9
-
-
Vorderer, P.1
Hartmann, T.2
Klimmt, C.3
-
49
-
-
10244250305
-
Enjoyment: At the heart of media entertainment
-
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14, 388-408.
-
(2004)
Communication Theory
, vol.14
, pp. 388-408
-
-
Vorderer, P.1
Klimmt, C.2
Ritterfeld, U.3
-
50
-
-
33745597114
-
Psychological motives and online games addiction: A test of Flow theory and humanistic needs theory for Taiwanese adolescents
-
Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: A test of Flow theory and humanistic needs theory for Taiwanese adolescents. Cyberpsychology & Behavior, 9, 317-324.
-
(2006)
Cyberpsychology & Behavior
, vol.9
, pp. 317-324
-
-
Wan, C.S.1
Chiou, W.B.2
-
51
-
-
0024023344
-
Development and validation of brief measures of positive and negative affect: The PANAS Scales
-
Watson, D., & Clark, L. A. (1988). Development and validation of brief measures of positive and negative affect: The PANAS Scales. Journal of Personality and Social Psychology, 54, 1063-1070.
-
(1988)
Journal of Personality and Social Psychology
, vol.54
, pp. 1063-1070
-
-
Watson, D.1
Clark, L.A.2
-
52
-
-
0000642332
-
Cross-cultural convergence in the structure of mood: A Japanese replication and a comparison with U.S. findings
-
Watson, D., Clark, L. A., & Tellegen, A. (1984). Cross-cultural convergence in the structure of mood: A Japanese replication and a comparison with U.S. findings. Journal of Personality and Social Psychology, 47, 127-144.
-
(1984)
Journal of Personality and Social Psychology
, vol.47
, pp. 127-144
-
-
Watson, D.1
Clark, L.A.2
Tellegen, A.3
-
53
-
-
0010139559
-
Electronic leisure: Video game usage and the communication climate of video arcades
-
Wigand, R. T., Borstelmann, S. E., & Boster, F. J. (1985). Electronic leisure: Video game usage and the communication climate of video arcades. Communication Yearbook, 9, 275-293.
-
(1985)
Communication Yearbook
, vol.9
, pp. 275-293
-
-
Wigand, R.T.1
Borstelmann, S.E.2
Boster, F.J.3
|