Psychology

Psychology

ISSN Print: 2152-7180
ISSN Online: 2152-7199
www.scirp.org/journal/psych
E-mail: psych@scirp.org
"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] Позитивная психология и педагогика
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[2] Serious Online Games for Engaged Learning Through Flow
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[3] The Effect of Filanesia and Small-Sided Games Training Model on Improving the Life Skills and Performance of Female Soccer Athletes
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[5] Research on the Application of Emotional Design in a Heated Non-Burning Tobacco Product
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[6] The design of a digital game to reduce math anxiety in the classroom
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[7] Two patterns of Sequence of content (Hierarchical-Elaboration) in E-learning Environment based on Hypervideo and their effectiveness on developing the …
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[8] An Empirical Study of the Moderating Impact of Peer Group on Key Business Antecedents and Digital Games Performance of the Indian Economy
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[9] Pengaruh Model Latihan Small Side Games Terhadap Performa Atlet Sepakbola Wanita
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[10] Rehearsal‐based digital serious boardgame versus a game‐free e‐learning tool for anatomical education: Quasi‐randomized controlled trial
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[11] Putting the Gaming Experience at the Center of the Therapy—The Video Game Therapy® Approach
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[12] Can Nonliterates Interact as Easily as Literates with a Virtual Reality System? A Usability Evaluation of VR Interaction Modalities
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[13] Цифровая геймофикация как инструмент позитивной педагогики
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[14] e-Estesia: a serious game for reducing arousal, improving emotional regulation and increasing wellbeing in individuals with gambling disorder
Moreno, L Munguía, R Granero, I Lucas… - Journal of clinical …, 2022
[15] Playing Positive Psychology: The Development of a Positive-Psychological Board Game for Team Building
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[16] A review of online reactions to game‐based assessment mobile applications
International Journal of Selection …, 2022
[17] Playing for Resilience in a Pandemic; Exploring the Role of an Online Board Game in Recognising Resources
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[18] An Evaluation on The Problem of Digital Addiction in Youth
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[19] Regulación emocional e impulsividad en las adicciones comportamentales: implicaciones y eficacia de la gamificación como estrategia terapéutica
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[20] Redesign eines Brettspieles: Auswirkungen von digitalen Elementen auf die Nutzerzufriedenheit
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[21] Jogo Sério para Prevenção de Fogos Florestais
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[22] As metodologias ativas como estratégias para o desenvolvimento de Competências de Inteligência Emocional nos Estudantes do Ensino Superior
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[23] AS METODOLOGIAS ATIVAS COMO ESTRATÉGIAS PARA O DESENVOLVIMENTO DE COMPETÊNCIAS DE INTELIGÊNCIA EMOCIONAL NOS ESTUDANTES DO …
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[24] Towards the aesthetics of cozy video games
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[25] Narrative and aesthetics as antecedents of perceived learning in serious games
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[26] Effectiveness of the psychological flow program in developing emotional creativity among Female students at childhood department, faculty of education …
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[27] Assessment of Entrepreneurship Competencies through the Use of FLIGBY.
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[28] Assessment of Entrepreneurship Competencies Through the Use of FLIGBY
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[29] Measuring Tajweed Augmented Reality-Based Gamification Learning Model (TARGaLM) Implementation for Children in Tajweed Learning
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[30] RECENT TRENDS IN STRATEGIC HUMAN RESOURCE MANAGEMENT EDUCATION FROM THE PERSPECTIVE OF APPLIED POSITIVE PSYCHOLOGY
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[31] Extended Play at Faraday Museum
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[32] Adaptation of Enjoyment in Learning Through Gamification
Advanced Science Letters, 2018
[33] Serious Games for Psychotherapy: A Systematic Review
2017
[34] Developing Emotional Design: Emotions as Cognitive Processes and their Role in the Design of Interactive Technologies
Frontiers in Psychology, 2017
[35] Evaluating scaffolding in serious games with children
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[36] Serious Gamification: On the Redesign of a Popular Paradox
Games and Culture, 2017
[37] Serious Games and Gamified Tools for Psychological Intervention: A Review
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[38] Management of Emerging Technologies and the Learning Organization: Lessons from the Cloud and Serious Games Technology
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[39] Emotional reactions of different interface formats: Comparing digital and traditional board games
Advances in Mechanical Engineering, 2016
[40] Serious Games as a Behaviour Elicitation Tool: Applications to Evacuation Scenarios
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[41] Management of Emerging Technologies and the Learning Organization
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[42] Systematic Review about Serious Games
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[43] Serious Gamification On the Redesign of a Popular Paradox
Games and Culture, 2015
[44] Attitude Toward Game, Emotional Awareness, and Thinking Style Among High School Students
Advanced Science Letters, 2015
[45] The Form'Serious Game'. On the Resolution of a Popular Paradox
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[46] Implementation of Experiential Learning in the Form of Escape Games within English Lessons at Lower-Secondary Schools
[47] Propuesta de herramientas gamificadas para la reducción del estrés laboral diario.
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