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] A review of online reactions to game‐based assessment mobile applications
International Journal of Selection …, 2022
[2] Playing for Resilience in a Pandemic; Exploring the Role of an Online Board Game in Recognising Resources
International Journal of Applied Positive …, 2022
[3] An Evaluation on The Problem of Digital Addiction in Youth
Journal of Social Sciences And Education, 2022
[4] Jogo Sério para Prevenção de Fogos Florestais
2021
[5] As metodologias ativas como estratégias para o desenvolvimento de Competências de Inteligência Emocional nos Estudantes do Ensino Superior
New Trends in Qualitative …, 2020
[6] AS METODOLOGIAS ATIVAS COMO ESTRATÉGIAS PARA O DESENVOLVIMENTO DE COMPETÊNCIAS DE INTELIGÊNCIA EMOCIONAL NOS ESTUDANTES DO …
2020
[7] Towards the aesthetics of cozy video games
2020
[8] Narrative and aesthetics as antecedents of perceived learning in serious games
2020
[9] Assessment of Entrepreneurship Competencies through the Use of FLIGBY.
2019
[10] Assessment of Entrepreneurship Competencies Through the Use of FLIGBY
2019
[11] Measuring Tajweed Augmented Reality-Based Gamification Learning Model (TARGaLM) Implementation for Children in Tajweed Learning
Pertanika J. Sci. & Technol, 2019
[12] RECENT TRENDS IN STRATEGIC HUMAN RESOURCE MANAGEMENT EDUCATION FROM THE PERSPECTIVE OF APPLIED POSITIVE PSYCHOLOGY
2019
[13] Extended Play at Faraday Museum
2018
[14] Adaptation of Enjoyment in Learning Through Gamification
Advanced Science Letters, 2018
[15] Serious Games for Psychotherapy: A Systematic Review
2017
[16] Developing Emotional Design: Emotions as Cognitive Processes and their Role in the Design of Interactive Technologies
Frontiers in Psychology, 2017
[17] Evaluating scaffolding in serious games with children
2017
[18] Serious Gamification: On the Redesign of a Popular Paradox
Games and Culture, 2017
[19] Serious Games and Gamified Tools for Psychological Intervention: A Review
2016
[20] Management of Emerging Technologies and the Learning Organization: Lessons from the Cloud and Serious Games Technology
2016
[21] Emotional reactions of different interface formats: Comparing digital and traditional board games
Advances in Mechanical Engineering, 2016
[22] Serious Games as a Behaviour Elicitation Tool: Applications to Evacuation Scenarios
2016
[23] Management of Emerging Technologies and the Learning Organization
Thesis, 2016
[24] Systematic Review about Serious Games
2015
[25] Serious Gamification On the Redesign of a Popular Paradox
Games and Culture, 2015
[26] Attitude Toward Game, Emotional Awareness, and Thinking Style Among High School Students
Advanced Science Letters, 2015
[27] The Form'Serious Game'. On the Resolution of a Popular Paradox
On the Resolution of a Popular Paradox, 2014
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