has been cited by the following article(s):
[1]
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Content-, system-, and hardware-related effects on the experience of flow in VR gaming
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Journal of Media Economics,
2022 |
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[2]
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Promoting Students' Math Learning Performance and Engagement: A Help-seeking Mechanism-based Mobile Gaming Approach
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Journal of Internet …,
2022 |
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[3]
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Emotions as Key to Russian GenZs' Consumption of Political News
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Psychology in Russia. State of the …,
2022 |
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[4]
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Феномен погруженности в интернет-среду: определение и диагностика
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Сибирский …,
2021 |
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[5]
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Exploiting physiological changes during the flow experience for assessing virtual-reality game design.
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2021 |
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[6]
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Factors Influencing Consumer Behavior in Gaming Industry: Evidence from Russian Market
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2021 |
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[7]
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Personality predictors of flow among adolescents
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2020 |
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[8]
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Intrinsic and extrinsic predictors of video-gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device …
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Sleep Medicine,
2017 |
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[9]
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Intrinsic and extrinsic predictors of video gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device accessibility, parental-regulation of media and bedtime.
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Sleep Medicine,
2016 |
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[10]
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How do presence, flow, and character identification affect players' empathy and interest in learning from a serious computer game?
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Computers in Human Behavior,
2016 |
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[11]
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Оnline gaming motivation according to Self-Determination Theory (SDT)
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2016 |
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[12]
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МОТИВАЦИЯ ОНЛАЙН-ГЕЙМИНГА В КОНТЕКСТЕ ТЕОРИИ САМОДЕТЕРМИНАЦИИ (SDT)
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2016 |
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[13]
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Psychological characteristics of modern professional activity in the context of informatization
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2016 |
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[1]
|
Content-, system-, and hardware-related effects on the experience of flow in VR gaming
Journal of Media Economics,
2022
DOI:10.1080/08997764.2022.2149159
|
|
|
[2]
|
Content-, system-, and hardware-related effects on the experience of flow in VR gaming
Journal of Media Economics,
2022
DOI:10.1080/08997764.2022.2149159
|
|
|
[3]
|
Intrinsic and extrinsic predictors of video-gaming behaviour and adolescent bedtimes: the relationship between flow states, self-perceived risk-taking, device accessibility, parental regulation of media and bedtime
Sleep Medicine,
2017
DOI:10.1016/j.sleep.2016.01.009
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|
|
[4]
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How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game?
Computers in Human Behavior,
2016
DOI:10.1016/j.chb.2016.06.043
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