Feelings of Realism, Presence and Immersion
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M.C. Green (2004), 'Transportation Into Narrative Worlds: The Role of Prior Knowledge and Perceived Realism' Discourse Processes.
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McMahan, A. (2003). Immersion, engagement and presence. The Video Game Theory Reader, 67–86.
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Levels of Engagement
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Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010) 'A motivational model of video game engagement.' Review of General Psychology, 14 (2)
Passing of Time in Video Games
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Wood, R. T. A., Griffiths, M. D., & Parke, A. (2007). 'Experiences of time loss among videogame players: an empirical study'. Cyberpsychology & Behavior, 10(1), 38–44.
Performance
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Whitaker, J. L., & Bushman, B. J. (2012). “boom, headshot!”: Effect of video game play and controller type on firing aim and accuracy. Communication Research
Why do people play video games?
BBFC Report (2010), Video Games: Research to Improve Understanding of What Players Enjoy About Video Games and to Explain their Preference for Particular Games.
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Ferguson, C. J., & Olson, C. K. (2012). Friends, fun, frustration and fantasy: Child motivations for video game play. Motivation and Emotion
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Klimmt, C., Rizzo, A., Vorderer, P., Koch, J., & Fischer, T. (2009). Experimental evidence for suspense as determinant of video game enjoyment. Cyberpsychology & Behavior, 12 (1)
Klimmt, C., Schmid, H., & Orthmann, J. (2009). Exploring the enjoyment of playing browser games. Cyberpsychology & Behavior, 12(2), 231–234.
Moore, C. (2011). Hats of affect: A study of affect, achievements and hats in team fortress 2. Game Studies, 11(1).
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Przybylski, A. K., Weinstein, N., Murayama, K., Lynch, M. F., & Ryan, R. M. (2012). 'The ideal self at play: The appeal of video games that let you be all you can be'. Psychological Science , 23
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P. Sweetser, P. Wyeth (2005), ‘Gameflow: a model for evaluating player enjoyment in games’, ACM Computers in Entertainment, 3 (3) (2005), pp. 1–24.
P. Vorderer, T. Hartmann, C. Klimmt (2003), ‘Explaining the enjoyment of playing video games: the role of competition’. Proceedings of the second international conference on entertainment computing, Carnegie Mellon University, Pittsburgh, PA (2003).
C.K.J. Wang, A. Khoo, W.C. Liu, S. Divaharan (2008), 'Passion and intrinsic motivation in digital gaming', CyberPsychology & Behavior 11 pp. 39–45.
Yee, N. (2006). 'Motivations for Play in Online Games'. CyberPsychology & Behavior, 9(6), 772–774
N. Yee (2006), 'The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments' Presence.
Other
J. Blascovich, J. Bailenson (2011), Infinite Reality: Avatars, Eternal Life, New Worlds, And The Dawn Of The Virtual Revolution.
J.F. Hoorn, E.A. Konijn, G. Van der Veer (2003), ‘Virtual reality: do not augment realism, augment relevance’, Upgrade, IV (1) (2003), pp. 18–26.
Lafrenière, M-A. K., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009). On the costs and benefits of gaming: the role of passion. Cyberpsychology and Behavior.
De Simone, J., Verbruggen, T., Kuo, L.-H., & Mutlu, B. (2012). Is cheating a human function? the roles of presence, state hostility, and enjoyment in an unfair video game. Computers in Human Behavior, 28 (6)
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