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International Journal of Human - Computer Studies, ISSN 1071-5819, 10/2018, Volume 118, pp. 38 - 46
Accurate measurement of the player experience in videogames is key to understanding the impacts of videogame play, designing and developing engaging... 
Confirmatory factor analysis | Scale validation | Videogame player experience | PSYCHOLOGY, MULTIDISCIPLINARY | FIT INDEXES | SELF-DETERMINATION THEORY | ENJOYMENT | MOTIVATION | ERGONOMICS | VALIDITY | VIDEO GAMES | COMPUTER SCIENCE, CYBERNETICS
Journal Article
2008, International Library of Sociology, ISBN 9780203496220, x, 180
This innovative study opens up a new area in sociological and urban studies: the aural experience of the social, mediated through mobile technologies of... 
iPod (Digital music player) | Digital music players | Social aspects | Music | Interdisciplinary studies | Urban Studies | Sociology of Culture | Popular Music | Media & Communications | Urban Sociology | Digital music players - Social aspects | Cities and towns | City and town life | Social interaction | Technology | Communication and technology
Book
2010, ISBN 9781566638364, xiii, 182
Book
Computer, ISSN 0018-9162, 04/2011, Volume 44, Issue 4, pp. 94 - 96
Journal Article
Computers in Human Behavior, ISSN 0747-5632, 02/2016, Volume 55, pp. 1085 - 1096
This study aimed to investigate whether mediated enactive mastery experiences provided by a serious game could enhance players’ internal political efficacy... 
Serious game | Political efficacy | Character attachment | Mastery experience | Path model | YOUNG-ADULTS | PSYCHOLOGY, MULTIDISCIPLINARY | SELF-EFFICACY | KNOWLEDGE | SIMILARITY | IDENTIFICATION | PSYCHOLOGY, EXPERIMENTAL | Information Systems, Social aspects | Media and Communications | Social Sciences | results of structural equation modeling suggest that perceived mastery experience is an important mediator of character attachment and posttest IPE as well as a mediator of pretest IPE and posttest IPE. The findings of this study shed light on how to incorporate effective psychological mechanisms to enhance IPE in serious games.Serious game | Medie- och kommunikationsvetenskap | to examine a path model of how character attachment and pretest IPE might influence perceived mastery experience and posttest IPE. A serious game that incorporates the enactive mastery experience and includes inventories of the measured variables was developed using Adobe Flash and JavaScript. One hundred thirteen college students participated in this study. The results of repeated measure analysis of variance revealed that the participants improved their IPE after playing the game | Samhällsvetenskap | Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning | This study aimed to investigate whether mediated enactive mastery experiences provided by a serious game could enhance players’ internal political efficacy (IPE) and further | suggesting that the employed enactive mastery experience is effective. Moreover
Journal Article
2003, ISBN 9781894663588, 224
Black hockey players from Grant Fuhr to Jarome Iginla speak candidly for the first time about their experiences in the NHL. Since 1958, thirty-seven black men... 
Biography | Canada | Hockey players, Black - Canada - Biography | Hockey players - Canada - Biography | Arts and Entertainment | National Hockey League - Biography | National Hockey League | Hockey players, Black | Hockey players | Electronic books
Book
Entertainment Computing, ISSN 1875-9521, 02/2013, Volume 4, Issue 1, pp. 83 - 91
In this paper we are discussing a new model of mobile gameplay experience with a special focus on contextual influences of play in ubiquitous environments. The... 
Playability | Mobile gaming | Game user research | Player experience | User experience | Game metrics | Field study
Journal Article
Behaviour & Information Technology, ISSN 0144-929X, 10/2012, Volume 31, Issue 10, pp. 1033 - 1054
Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video games. Video games have now become interactive entertainment... 
interactive systems | playability | usability | user experience | video games | PLAY | ERGONOMICS | COMPUTER SCIENCE, CYBERNETICS | Interactive computer systems | Customer satisfaction | Computer & video games | User behavior | Impact analysis | Electronic & video games | Economic impact | Entertainment | Interactive | Players
Journal Article
Journal Article
Computers in Human Behavior, ISSN 0747-5632, 2012, Volume 28, Issue 2, pp. 617 - 623
► We examine the effect of screen size and users’ immersion tendencies. ► Large screen size leads to higher level of presence and better gaming experiences. ►... 
Viewing angle | Self-presence | Physical presence | Immersion tendency | Screen size | Computer games | ATTENTION | ENVIRONMENTS | HOSTILITY | BEHAVIOR | VIRTUAL-REALITY | TELEVISION | PSYCHOLOGY, EXPERIMENTAL | PSYCHOLOGY, MULTIDISCIPLINARY | IMAGE | AGGRESSIVE THOUGHTS | VIOLENT VIDEO GAMES | Viewing | Games | Nonlinearity | Immersion | Estimates | Regularity | Screens | Players
Journal Article
Computers in Human Behavior, ISSN 0747-5632, 05/2012, Volume 28, Issue 3, pp. 984 - 994
► Establishes a causal link between video game play and task-switching improvements. ► Game player switch advantage seen with both manual and vocal responses.... 
Action video games | Task-switching | EXECUTIVE CONTROL | ATTENTION | PSYCHOLOGY, MULTIDISCIPLINARY | PLAYERS | INHIBITION | SIMPLE COGNITIVE TASKS | INTERFERENCE | SPATIAL COGNITION | SET RECONFIGURATION | PSYCHOLOGY, EXPERIMENTAL | Video games | Training | Tasks | Skills | Switches | Electronic & video games | Motors | Human behavior | Cost engineering | action video games | task-switching
Journal Article
Production and Operations Management, ISSN 1059-1478, 05/2015, Volume 24, Issue 5, pp. 778 - 790
The existing queueing literature typically assumes that customers either perfectly know the expected waiting time or are able to form rational expectations... 
anecdotal reasoning | capacity management | queueing | service systems | pricing | CONGESTION | QUALITY | QUEUES | INFORMATION | STABILITY | GAMES | FACILITY | PLAYERS | OPERATIONS RESEARCH & MANAGEMENT SCIENCE | EQUILIBRIUM | ENGINEERING, MANUFACTURING | TOLLS | Queuing theory | Capacity management (Computers) | Analysis | Pricing
Journal Article
Human Brain Mapping, ISSN 1065-9471, 09/2018, Volume 39, Issue 9, pp. 3742 - 3758
Journal Article
Journal of Sports Sciences, ISSN 0264-0414, 11/2018, Volume 36, Issue 22, pp. 2511 - 2520
The aim of this study was: (i) to group basketball players into similar clusters based on a combination of anthropometric characteristics and playing... 
anthropometric attributes | playing experience | Technical and physical performance | SPORT SCIENCES | NONSTARTERS | STARTERS | GAME-RELATED STATISTICS | PHYSICAL PERFORMANCE | LEVEL | NOVICE | BASKETBALL PLAYERS | EXPERT | TEAM QUALITY | ELITE BASKETBALL
Journal Article