Narrative and interactivity in computer games
By John L. Sherry, Bradley S. Greenberg, Kristen Lucas, Kenneth A. Lachlan. 2006
881 citations recorded by the source corpus.
Subfields: Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ada12eabd5b59039e44ea37073430112eede2995
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Sociology and Political Science
- Juho Hamari
- Mark D. Griffiths
- Dmitri Williams
- Scott E. Caplan
- N. Yee
- Max Sjöblom
- Jonna Koivisto
- Daria J. Kuss
Citations in the corpus
- Virtual Cultivation: Online Worlds, Offline Perceptions (2006, background): “…than for the relatively passive experience of television viewing (Anderson & Bushman, 2001; Anderson & Dill, 2000), an assumption disputed by others in what has become a hotly contested research area (Dill & Dill, 1998; Freedman, 2002; Griffiths, 1999, 2000; Sherry, 2001; Sherry & Lucas, 2003).”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “Research into game genres beyond MUDs regularly highlights motivations not accounted for by Bartle (e.g. Sherry et al., 2006).”
- Internet Gaming Disorder and Its Associated Personality Traits: A Systematic Review Using PRISMA Guidelines (2019, background): “Alternatively, individuals with high conscientiousness and high self-efficacy deal with complexity in games and have strong motivations to improve their skills and thus to keep playing games (Klimmt and Hartmann 2006).”
- Attachment disorganization and dissociation in virtual worlds: A study on problematic Internet use among players of online role playing games. (2012, background): “…awareness. research has already demonstrated that the need for distraction and escape from everyday life can be a major motivation for video game play (sherry et al. 2006, Yee 2006a, 2007); also, research has demonstrated that Internet abuse shows significant associations with insecure attachment…”
- Who plays, how much, and why? Debunking the stereotypical gamer profile (2008, background): “Understanding the motivations behind video game-play therefore provides us with good predictors of gamers’ usage and genre preferences (Sherry et al., 2006), consistent with a perspective driven by what Ruggiero (2000) calls the ‘‘uses and effects’’ paradigm.”