[1]
|
Alexander, A. L., Brunyé, T., Sidman, J., & Weil, S. A. (2005). From gaming to training: A review of studies on fidelity, immersion, presence, and buy-in and their effects on transfer in pc-based simulations and games. URL (last checked 30 September 2012).
http://www.aptima.com/publications/2005_Alexander_Bruyne_Sidman_Weil.pdf
|
[2]
|
Asakawa, K. (2004). Flow experience and autotelic personality in Japanese college students: How do they experience challenges in daily life? Journal of Happiness Studies, 5, 123-154.
doi:10.1023/B:JOHS.0000035915.97836.89
|
[3]
|
Boud, D., Keogh, R., & Walker, D. (1985). Reflection: Turning experience into learning. Abington: Rutledge Falmer.
|
[4]
|
Boyatzis, R. E., & Kolb, D. A. (1995). From learning styles to learning skills: The executive skills profile. Journal of Managerial Psychology, 10, 3-17. doi:10.1108/02683949510085938
|
[5]
|
Bruner, J. (1962). On Knowing: Essays for the left hand. Cambridge, MA: Belknap Press of Harvard University Press.
|
[6]
|
Bruner, J. (1966). Toward a theory of instruction. Cambridge, MA: Harvard University Press.
|
[7]
|
Calleja, G. (2007). Digital game involvement: A conceptual model. Games and Culture, 2, 236-260. doi:10.1177/1555412007306206
|
[8]
|
Carr, D., Buckingham, D., Burn, A., & Schott, G. (2006). Computer games: Text, narrative and play. Cambridge: Polity Press.
|
[9]
|
Cordova, D. I., & Lepper, M. R. (1996). Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88, 715-730. doi:10.1037/0022-0663.88.4.715
|
[10]
|
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: Experiencing flow in work and play. San Fransisco: Jossey-Bass.
|
[11]
|
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper-Perennial.
|
[12]
|
Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. New York, NY: Basic Books.
|
[13]
|
De Freitas S. I. (2006): Using games and simulations for supporting learning. Learning, Media and Technology, 31, 343-358.
|
[14]
|
El-Nasr, M. S., Niedenthal, S., Knez, I., Almeida, P., & Zupko, J. (2007). Dynamic lighting for tension in games. Game Studies, 7, URL (last checked 30 September 2012).
http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko
|
[15]
|
Frasca, G. (2001). Videogames of the oppressed: Videogames as a means for critical thinking and debate. MA. Thesis, Atlata: Georgia Institute of Technology.
|
[16]
|
Fredrickson, B. (2001). The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. American Psychologist, 56, 218-226.
|
[17]
|
Fredrickson, B. L., & Branigan, C. (2005). Positive emotions broaden the scope of attention and thought-action repertoires. Cognition & Emotion, 19, 313-332. doi:10.1080/02699930441000238
|
[18]
|
Fredrickson, B. L., & Levenson, R. W. (1998). Positive emotions speed recovery from the cardiovascular sequelae of negative emotions. Cognition & Emotion, 12, 191-220. doi:10.1080/026999398379718
|
[19]
|
Gable, S. L., & Haidt, J. (2005). What (and why) is positive psychology? Review of General Psychology, 9, 103-110.
doi:10.1037/1089-2680.9.2.103
|
[20]
|
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33, 441-467. doi:10.1177/1046878102238607
|
[21]
|
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1, 20-20.
doi:10.1145/950566.950595
|
[22]
|
Habgood, M. P. J., Ainsworth, S. E., & Benford, S. (2005). Endogenous fantasy and learning in digital games. Simulation & Gaming, 36, 483-498.
|
[23]
|
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Orlando, FL: Naval Air Warfare Center.
|
[24]
|
Hoffman B., & Nadelson, L. (2009). Motivational engagement and video gaming: A mixed methods study. Educational Technology Research and Development, 58, 245-270.
|
[25]
|
Holley, J. H., & Jenkins, E. K. (1993). The relationship between student learning style and performance on various test question formats. Journal of Education for Business, 68, 301-308.
|
[26]
|
Honey, P., & Mumford, A. (1992). The manual of learning styles. Berkshire: Peter Honey Publications.
|
[27]
|
Huizinga, J. (1955). Homo ludens: A study of the play-element in culture. Boston, MA: The Beacon Press.
|
[28]
|
Huy, Q. (1999). Emotional capability, emotional intelligence, and radical change. Academy of Management review, 24, 325-345.
|
[29]
|
IDATE Consulting & Research (2010). Serious games a 10 billion euro market in 2015. URL (last checked 30 September 2012).
www.idate-research.com
|
[30]
|
Isen, A. M. (2000). Ch. 33: Some ways in which positive affect and influences decision making. In Handbook of emotions (3rd ed.) (pp. 417-435). New York, NY: Guilford Press.
|
[31]
|
Jennet, C., Cox, A., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66, 641-661.
|
[32]
|
Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. Cambridge, MA: The MIT Press.
|
[33]
|
J?rvinen, A. (2001). Quake? goes the environment: Game aesthetics and archaeologies. Digital Creativity, 12, 67-76.
doi:10.1076/digc.12.2.67.6865
|
[34]
|
Ke, F. (2009). Ch. 1: A qualitative meta-analysis of computer games as learning tools. Handbook of Research on Effective Electronic Gaming in Education (pp. 1-32). London: IGI Global.
|
[35]
|
King, G., & Krzywinska, T. (2006). Tomb raiders and space invaders: Videogame forms and contexts. New York, NY: I.B.Tauris.
|
[36]
|
Kluger, A., & DeNisi, A. (1996). The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. Psychological Bulletin, 2, 254 284. doi:10.1037/0033-2909.119.2.254
|
[37]
|
Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. New Jersey: Prentice Hall.
|
[38]
|
Kubovy, M. (2000). Visual aesthetics. Encyclopedia of Psychology. New York, NY: Oxford University Press.
|
[39]
|
Lee, P. (1983). Play as a means for developing relationships. Primate Social Relationships (pp. 82-89). Oxford: Blackwell.
|
[40]
|
Lefevre, F. (1988). Ch. 18: Flow and the quality of experience during work and leisure. Optimal Experience: Psychological Studies of Flow in Consciousness (pp. 307-318). Cambridge: Cambridge University Press. doi:10.1017/CBO9780511621956.018
|
[41]
|
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
|
[42]
|
Moore, C. (2011). Hats of affect: A study of affect, achievements and hats in team fortress 2. Game Studies, 11. URL (last checked 30 September 2012). http://gamestudies.org/1101/articles/moore
|
[43]
|
Mortensen, T. (2002). Playing with players. Game Studies, 2. URL (last checked 30 September 2012).
http://www.gamestudies.org/0102/mortensen/
|
[44]
|
Okebukola, P. A. (1986). The influence of preferred learning styles on cooperative learning in science. Science Education, 70, 509-517.
doi:10.1002/sce.3730700505
|
[45]
|
Panksepp, J. (1998). Attention deficit hyperactivity disorders, psychostimulants, and intolerance of childhood playfulness: A tragedy in the making? Current Directions in Psychological Science, 7, 91-98. doi:10.1111/1467-8721.ep10774709
|
[46]
|
Parikka, J., & Suominen, J. (2006). Victorian snakes? Towards a cultural history of mobile games and the experience of movement. Game Studies, 6. URL (last checked 30 September 2012).
http://gamestudies.org/0601/articles/parikka_suominen
|
[47]
|
Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1, 21. doi:10.1145/950566.950596
|
[48]
|
Quinn, R., Spreitzer, G., & Fu Lam, C. (2012). Building a sustainable model of human energy in organizations: Exploring the critical role of resources. The Academy of Management Annals, 6, 337-396.
doi:10.1080/19416520.2012.676762
|
[49]
|
Reeves, B., & Read, J. L. (2009). Total engagement: Using games and virtual worlds to change the way people work and businesses compete. Boston, MA: Harvard Business School Press.
|
[50]
|
Roach, S. S., Johnston, M. W., & Hair, J. F. (1993). An exploratory examination of teaching styles currently employed in marketing education: Developing a typology and its implications for marketing students. Journal of Marketing Education, 15, 32-38.
doi:10.1177/027347539301500305
|
[51]
|
Rose, J. (2010). Addressing conflict: Tension and release in games. URL (last checked 30 September 2012).
http://www.gamasutra.com/view/feature/134313/addressing_conflict_tension_and_.php?print=1
|
[52]
|
Seligman, Martin, E. P., Steen, T. A., Park, N., & Peterson, C. (2005). Positive psychology progress: Empirical validation of interventions. American psychologist, 60, 410-421. doi:10.1037/0003-066X.55.1.5
|
[53]
|
Sheldon, K. M., & King, L. (2001). Why positive psychology is necessary. American psychologist, 56, 216-217.
doi:10.1037/0003-066X.56.3.216
|
[54]
|
Sherrod, L., & Singer, J. (1989). The development of make-believe play. In Sports, games and play (pp. 1-38). Hillsdale, NJ: Erlbaum.
|
[55]
|
Schippers, M. C. (2003). Reflexivity in teams. Dissertation, Amsterdam: Free University.
|
[56]
|
Shippers, M. C., & Hogenes R. (2011). Energy management of people in organizations: A review and research agenda. Journal of Business Psychology, 26, 193-203. doi:10.1007/s10869-011-9217-6
|
[57]
|
Squire, K. (2002). Cultural framing of computer/video games. Game Studies, 2, 90. URL (last checked 30 September 2012).
http://gamestudies.org/0102/squire/
|
[58]
|
Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games—An overview. Sk?vde: School of Humanities and Informatics, University of Sk?vde.
|
[59]
|
Thomas, D., & Brown J. S. (2007). The play of imagination: Extending the literary mind. Games and Culture, 2, 149-172.
|
[60]
|
Whalen, Z. (2004). Play along—An approach to videogame music. Game studies, 4. URL (last checked 30 September 2012).
http://www.gamestudies.org/0401/whalen/
|
[61]
|
Zimmerman, E., & Salen, K. (2003). Rules of play: Game design fundamentals. Boston, MA: MIT Press.
|