Toward an understanding of flow in video games
By Ben Cowley, Darryl K. Charles, Michaela M. Black, Ray J. Hickey. Conference on Computability in Europe, 2008
515 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/f5066a6ba7f1136af79f0b05399c27782e8d6717
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In Developmental and Educational Psychology
In Human-Computer Interaction
Citations in the corpus
- Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016, background): “One explanation for the massive popularity of games is that they can provide easy access to a sense of engagement and self-efficacy which reality may not deliver [2].”
- Spoken Conversational AI in Video Games: Emotional Dialogue Management Increases User Engagement (2018, background): “Many developers of today’s role-playing games strive to find a balance in creating a game that is both immersive and enjoyable to play [2, 3].”
- Creating brand engagement through in-store gamified customer experiences (2019, background): “The creation of hedonic experiences through game-related challenges can be described using the theoretical perspective of flow (Cowley et al., 2008; Csikszentmihalyi, 2014; Sweetser and Wyeth, 2005).”