"Positive Psychology and Digital Games: The Role of Emotions and Psychological Flow in Serious Games Development"
written by Andreas Alexiou, Michaéla Schippers, Ilan Oshri,
published by Psychology, Vol.3 No.12A, 2012
has been cited by the following article(s):
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[1] Assessment of Entrepreneurship Competencies Through the Use of FLIGBY
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[2] Measuring Tajweed Augmented Reality-Based Gamification Learning Model (TARGaLM) Implementation for Children in Tajweed Learning
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[3] Extended Play at Faraday Museum
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[4] Adaptation of Enjoyment in Learning Through Gamification
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[5] Serious Games for Psychotherapy: A Systematic Review
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[6] Developing Emotional Design: Emotions as Cognitive Processes and their Role in the Design of Interactive Technologies
Frontiers in Psychology, 2017
[7] Evaluating scaffolding in serious games with children
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[8] Serious Gamification: On the Redesign of a Popular Paradox
Games and Culture, 2017
[9] Serious Games and Gamified Tools for Psychological Intervention: A Review
2016
[10] Management of Emerging Technologies and the Learning Organization: Lessons from the Cloud and Serious Games Technology
2016
[11] Emotional reactions of different interface formats: Comparing digital and traditional board games
Advances in Mechanical Engineering, 2016
[12] Serious Games as a Behaviour Elicitation Tool: Applications to Evacuation Scenarios
2016
[13] Management of Emerging Technologies and the Learning Organization
Thesis, 2016
[14] Systematic Review about Serious Games
2015
[15] Serious Gamification On the Redesign of a Popular Paradox
Games and Culture, 2015
[16] Attitude Toward Game, Emotional Awareness, and Thinking Style Among High School Students
Advanced Science Letters, 2015
[17] The Form'Serious Game'. On the Resolution of a Popular Paradox
On the Resolution of a Popular Paradox, 2014