Engagement in digital entertainment games: A systematic review
By Elizabeth A. Boyle, T. Connolly, Thomas Hainey, James M. Boyle. Computers in Human Behavior, 2012
620 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/311e3572c90cd93fd3c0aa007476a6f0907e084d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Azita Iliya Abdul Jabbar
- Patrick Felicia
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Thorsten Hennig-Thurau
- André Marchand
- Theodore Lim
In Literature and Literary Theory
- Thorsten Hennig-Thurau
- André Marchand
- Thomas Hainey
- Azita Iliya Abdul Jabbar
- Patrick Felicia
- Karolien Poels
- Heidi Vandebosch
- T. Connolly
In Sociology and Political Science
- Azita Iliya Abdul Jabbar
- Patrick Felicia
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Thorsten Hennig-Thurau
- André Marchand
- Theodore Lim
Citations in the corpus
- Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013, background): “Researchers from multiple disciplines, including media psychology, communications, and computer science have investigated consumer motivations for playing games since the introduction of the first console generations (for overviews, see Boyle et al. 2012; Vorderer and Bryant 2006, pp 91–194).”
- A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion (2014, background): “…concentration in which the player experiences a balance between skills and challenge; and 3) by meeting the individuals' needs for mastery, autonomy, connectedness, arousal, diversion, fantasy, or challenge (Annetta, 2010; Boyle et al., 2012; Connolly et al., 2012; Kapp, 2012; Lu et al., 2012).”
- An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2016, methodology): “For example Procci, Singer, Levy, and Bowers (2012) used confirmatory and exploratory factor analysis t o investigate the psychometric properties of the Dispositional Flow scale, which was originally deve loped by Jackson and Eklund (2004). Procci et al.”
- Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies (2018, methodology): “et al [4] as well as other systematic reviews and published articles known to us through our former work in the field [12-14].”
- Gameplay Engagement and Learning in Game-Based Learning (2015, background): “…the selected papers focus on the impacts and outcomes of gameplay on engagement and learning, consistent with other reviews (All et al., 2013, 2014; Boyle et al., 2012; Connolly et al., 2012), the papers are very diverse in terms of their scope; they address different aspects of engagement with…”