Back to search

Methods for Evaluating Gameplay Experience in a Serious Gaming Context.

Data up to Jan 2025

Published2010
Citations140
References45

Total Citations Per Year

Abstract

References (45)

A circumplex model of affect.

1980 • 14,156 citations

A THEORY OF HUMAN MOTIVATION

2017 • 11,854 citations

What Video Games Have to Teach Us about Learning and Literacy

2004 • 6,219 citations

Human-Computer Interaction

2013 • 4,940 citations

User experience - a research agenda

2006 • 2,582 citations

Serious Games: Games That Educate, Train, and Inform

2005 • 1,993 citations

GameFlow

2005 • 1,932 citations

Measuring and defining the experience of immersion in games

2008 • 1,698 citations

The Human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications

2013 • 1,322 citations

Understanding, scoping and defining user experience

2009 • 1,004 citations

Playing for Real

2008 • 965 citations

The Thing and I: Understanding the Relationship Between User and Product

2003 • 871 citations

What makes things fun to learn? heuristics for designing instructional computer games

1980 • 735 citations

A Process Model of the Formation of Spatial Presence Experiences

2007 • 731 citations

Digital Game-Based Learning

2019 • 681 citations

The Elements of User Experience: User-Centered Design for the Web

2002 • 662 citations

Fundamental Components of the Gameplay Experience: Analysing Immersion

2005 • 648 citations

Using heuristics to evaluate the playability of games

2004 • 572 citations

Toward an understanding of flow in video games

2008 • 450 citations

Playability heuristics for mobile games

2006 • 283 citations

User-Centered Design in Games

2002 • 278 citations

Player modeling using self-organization in Tomb Raider: Underworld

2009 • 272 citations

A continuous and objective evaluation of emotional experience with interactive play environments

2006 • 258 citations

Tracking real-time user experience (TRUE)

2008 • 250 citations

Using frustration in the design of adaptive videogames

2004 • 203 citations

Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences

2008 • 172 citations

Playability in Action Videogames: A Qualitative Design Model

2002 • 170 citations

Presence and The Sixth Sense

2002 • 167 citations

Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting

2008 • 157 citations

Empirical Evaluation of User Experience in two Adaptive Mobile Application Prototypes

2003 • 154 citations

Pleasure with Products: Human Factors for Body, Mind and Soul

1999 • 129 citations

Game usability : advice from the experts for advancing the player experience

2008 • 126 citations

Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment

2009 • 119 citations

Defining personas in games using metrics

2008 • 116 citations

From Usability to Playability: Introduction to Player-Centred Video Game Development Process

2009 • 105 citations

Towards a UX Manifesto

2007 • 84 citations

UCPCD

2003 • 78 citations

Advanced gaze visualizations for three-dimensional virtual environments

2010 • 63 citations

Communication and Community in Digital Entertainment Services. Prestudy Research Report

2002 • 57 citations

Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging

2008 • 50 citations

From playability to a hierarchical game usability model

2009 • 48 citations

Behavioral and emotional usability: Thomson Consumer Electronics

1994 • 47 citations

80Days: Adaptive Digital Storytelling for Digital Educational Games.

2009 • 47 citations

Fundamental components of the gameplay experience

2011 • 36 citations

Third party certification

2002 • 10 citations

Cited By (0)

Loading...