Measuring flow in gamification: Dispositional Flow Scale-2
By Juho Hamari, Jonna Koivisto. Computers in Human Behavior, 2014
307 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/34d7c19ad372c1adfe0b17ba87a69b1462dd9ecc
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The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Jodi Asbell-Clarke
- Brianno D. Coller
- Teon Edwards
- Elizabeth Rowe
- David J. Shernoff
- René Eppmann
In Human-Computer Interaction
Citations in the corpus
- Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2016, methodology): “…factors have been investigated both within and outside the domain of education and learning (e.g. Domínguez et al., 2013; Hamari, 2013, 2015; Hamari & Koivisto, 2014; 2015a; 2015b; Hakulinen, Auvinen, & Korhonen, 2015; Hanus & Fox, 2015; Lieberoth, 2015; Sim~oes, Díaz Redondo, & Fern andez…”
- Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018, methodology): “…scale validity by comparing the GAMEX factors with the two most prominent available measures for the gaming experience, the GEQ (Brockmyer et al. 2009) and the IQ (Jennett et al. 2008), as well as the DFS-2, which has been validated using a gamified application (Hamari and Koivisto 2014).”
- A Review of Exploratory Factor Analysis Decisions and Overview of Current Practices: What We Are Doing and How Can We Improve? (2016, background): “For these reasons and others, scholars within these fields have demonstrated a great interest in proper scale creation and evaluation methods (Hamari & Koivisto, 2014; Howard & Jayne, 2015; Lam & Li, 2013).”
- "Working out for likes": An empirical study on social influence in exercise gamification (2015, background): “…one studied if they involved breathing into a spirometer – 6/9 preferred the game-based system over a spirometer alone, while 3/9 preferred having both Hamari and Koivisto (2014) Exercise App/web-based gamification service for exercise – Components of flow pertaining to autotelic experience,…”
- Do badges increase user activity? A field experiment on the effects of gamification (2017, background): “Badges also provide feedback which is regarded as an important antecedent to flow and engagement (Csíkszentmihályi, 1990), and this has also been reported to be strongly linked to gamification (Hamari & Koivisto, 2014).”