The role of psychology in understanding the impact of computer games
By Elizabeth A. Boyle, T. Connolly, Thomas Hainey. Entertainment Computing, 2011
410 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/c6e40f8201568a1a8b6d44f3b9c15745ddf42fc6
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
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Eric N. Wiebe
- Allison Lamb
- James M. Boyle
- Karen R. Clark
- David J. Sharek
In Sociology and Political Science
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Eric N. Wiebe
- Allison Lamb
- James M. Boyle
- Karen R. Clark
- David J. Sharek
Citations in the corpus
- Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014, methodology): “They note that self-determination theory (Ryan & Deci, 2000) helps explain how intrinsic motivation—driven by factors such as the need for competence—is an important precursor for engagement (Boyle et al., 2011; Przybylski et al., 2010).”
- A systematic literature review of empirical evidence on computer games and serious games (2012, methodology): “The games terms were derived from a previous search carried out on the evaluation of computer games (Connolly et al., 2008) and addressed the variety of games that might be played: ( “ computer games ” OR “ video games ” OR “ serious games ” OR “ simulation games ” OR “ games-based learning ” OR…”
- Game-based Learning and 21st century skills: A review of recent research (2016, background): “Speci fi cally, effective learning is situated, active, and problem-based and requires immediate feedback (e.g., Boyle, Connolly, & Hainey, 2011).”
- The Model for Introduction of Gamification into E-learning in Higher Education (2015, background): “Modern theories of effective learning suggest that learning is most effective when it is active, experiential, situated, problem-based, and provides immediate feedback (Boyle, Connolly, & Hainey, 2011).”