Related references
Note: Only part of the references are listed.Player Experience of Needs Satisfaction (PENS) in an Immersive Virtual Reality Exercise Platform Describes Motivation and Enjoyment
Kiran Ijaz et al.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2020)
Probing with Pokemon: Feeling of presence and sense of community belonging
Jihyun Kim et al.
SOCIAL SCIENCE JOURNAL (2020)
Ubiquitous Pokemon Go: Human-Environment Relationships and the Location-Based Augmented Reality Game
Shaojung Sharon Wang et al.
ENVIRONMENT AND BEHAVIOR (2020)
Uses and Gratifications of Pokemon Go: Why do People Play Mobile Location-Based Augmented Reality Games?
Juho Hamari et al.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2019)
Continuance use intention with mobile augmented reality games Overall and multigroup analyses on Pokemon Go
Seongsoo Jang et al.
INFORMATION TECHNOLOGY & PEOPLE (2019)
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
Nannan Xi et al.
INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT (2019)
Does Pokemon Go lead to a more physically active life style?
Alessandro Gabbiadini et al.
COMPUTERS IN HUMAN BEHAVIOR (2018)
Look on the Bright Side (of Media Effects): Pokemon Go as a Catalyst for Positive Life Experiences
James Alex Bonus et al.
MEDIA PSYCHOLOGY (2018)
Virtual reality, presence, and attitude change: Empirical evidence from tourism
Iis P. Tussyadiah et al.
TOURISM MANAGEMENT (2018)
First- and Third-Person Perspectivesin immersive Virtual environments: Presence and Performance analysis of embodied Users
Geoffrey Gorisse et al.
FRONTIERS IN ROBOTICS AND AI (2017)
Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames
Shirley S. Ho et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
Michael Sailer et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
What makes continued mobile gaming enjoyable?
Jani Merikivi et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
James J. Cummings et al.
MEDIA PSYCHOLOGY (2016)
Understanding the Relationship Between Exergame Play Experiences, Enjoyment, and Intentions for Continued Play
Anthony M. Limperos et al.
GAMES FOR HEALTH JOURNAL (2016)
Enjoyment fosters media use frequency and determines its relational outcomes: Toward a synthesis of uses and gratifications theory and media multiplexity theory
Andrew M. Ledbetter et al.
COMPUTERS IN HUMAN BEHAVIOR (2016)
Video Games as Meaningful Entertainment Experiences
Mary Beth Oliver et al.
PSYCHOLOGY OF POPULAR MEDIA CULTURE (2016)
Immersed in Virtual Worlds and Minds: Effects of In-Game Storytelling on Immersion, Need Satisfaction, and Affective Theory of Mind
Daniel Bormann et al.
SOCIAL PSYCHOLOGICAL AND PERSONALITY SCIENCE (2015)
The impact of perception and presence on emotional reactions: a review of research in virtual reality
Julia Diemer et al.
FRONTIERS IN PSYCHOLOGY (2015)
The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment
Diana Rieger et al.
COMPUTERS IN HUMAN BEHAVIOR (2014)
Conceptualizing perceived affordances in social media interaction design
Yuxiang Zhao et al.
ASLIB PROCEEDINGS (2013)
Why the Items Versus Parcels Controversy Needn't Be One
Todd D. Little et al.
PSYCHOLOGICAL METHODS (2013)
Forecasting the Experience of Future Entertainment Technology: Interactive Storytelling and Media Enjoyment
Christoph Klimmt et al.
GAMES AND CULTURE (2012)
Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame
Wei Peng et al.
MEDIA PSYCHOLOGY (2012)
Spatial Presence and Perceived Reality as Predictors of Motion-Based Video Game Enjoyment
Daniel M. Shafer et al.
PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS (2011)
Mapping the road to fun: Natural video game controllers, presence, and game enjoyment
Paul Skalski et al.
NEW MEDIA & SOCIETY (2011)
Defining Media Enjoyment as the Satisfaction of Intrinsic Needs
Ron Tamborini et al.
JOURNAL OF COMMUNICATION (2010)
A Motivational Model of Video Game Engagement
Andrew K. Przybylski et al.
REVIEW OF GENERAL PSYCHOLOGY (2010)
Can Nature Make Us More Caring? Effects of Immersion in Nature on Intrinsic Aspirations and Generosity
Netta Weinstein et al.
PERSONALITY AND SOCIAL PSYCHOLOGY BULLETIN (2009)
Self-Determination Theory: A Macrotheory of Human Motivation, Development, and Health
Edward L. Deci et al.
CANADIAN PSYCHOLOGY-PSYCHOLOGIE CANADIENNE (2008)
Effectance and control as determinants of video game enjoyment
Christoph Klimmt et al.
CYBERPSYCHOLOGY & BEHAVIOR (2007)
The motivational pull of video games: A self-determination theory approach
Richard M. Ryan et al.
MOTIVATION AND EMOTION (2006)
Conceptualizing media enjoyment as attitude: Implications for mass media effects research
RL Nabi et al.
COMMUNICATION THEORY (2004)
The what and why of goal pursuits: Human needs and the self-determination of behavior
EL Deci et al.
PSYCHOLOGICAL INQUIRY (2000)
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being
RM Ryan et al.
AMERICAN PSYCHOLOGIST (2000)