Effectance and Control as Determinants of Video Game Enjoyment
By Christoph Klimmt, Tilo Hartmann, Andreas Frey. Cyberpsychology, Behavior, and Social Networking, 2007
312 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/cc7ad9ec3cff67bca397a025ff6153ad0cd3ff69
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Peter Vorderer
- Christoph Klimmt
- Dorothée Hefner
- Thomas Hainey
- James M. Boyle
- T. Connolly
- Elizabeth A. Boyle
- Kineta Hung
In Sociology and Political Science
- Peter Vorderer
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Dorothée Hefner
- Christoph Klimmt
- Paul L. Sauer
- Mark Yi-Cheon Yim
Citations in the corpus
- Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010, background): “…conventional mass media entertainment (Vorderer, 2000), thus, seems to fuel specific modes of media experience, with identification being added to the experiential processes that have already been linked to interactivity such as flow (Sherry, 2004) or efficacy experiences (Klimmt et al., 2007).”
- Is Augmented Reality Technology an Effective Tool for E-commerce? An Interactivity and Vividness Perspective (2017, background): “This relationship has been confirmed by Klimmt, Hartmann, and Frey (2007), who observed that interactivity is linked to the perception of control regarding objects visualized in VR.”
- Engagement in digital entertainment games: A systematic review (2012, background): “There was evidence too that games satisfy players’ needs for autonomy (Klimmt et al., 2007; Ryan et al., 2006) and relatedness (Lin & Lin, 2011), the other needs specified in SD theory.”