2013
DOI: 10.1080/15213269.2012.742360
|View full text |Cite
|
Sign up to set email alerts
|

Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

3
75
0
1

Year Published

2015
2015
2022
2022

Publication Types

Select...
3
3
1

Relationship

0
7

Authors

Journals

citations
Cited by 96 publications
(79 citation statements)
references
References 33 publications
3
75
0
1
Order By: Relevance
“…It would present a fuller picture to make a case that the frustration occurred due to a failure of the character to perform to expectation rather than the fear factor. This matches what has been observed in human-players when they become noticeably frustrated in other gaming or social instances [6,[10][11][12][13]. Fear, instead, is the cause of the failure to perform.…”
Section: Frustration As It Has Been Observed In Human Playerssupporting
confidence: 66%
See 1 more Smart Citation
“…It would present a fuller picture to make a case that the frustration occurred due to a failure of the character to perform to expectation rather than the fear factor. This matches what has been observed in human-players when they become noticeably frustrated in other gaming or social instances [6,[10][11][12][13]. Fear, instead, is the cause of the failure to perform.…”
Section: Frustration As It Has Been Observed In Human Playerssupporting
confidence: 66%
“…These values were used to affect a dramatic shift in the determination index to represent the emotive effects of certain events. Such sudden spikes of pique are commonly found in observations of frustration in human players [8,10,18,19]. Consequently, these values act as a means to shift from specific sets of feed-forward coefficients to other extreme values that were chosen to represent a better-suited altered emotive state.…”
Section: Implementing Frustration Modifiers Through the Emotive Effecmentioning
confidence: 99%
“…3 Although previous studies involving skill level used median splits for analyses (Bowman & Tamborini, 2008;Bracken & Skalski, 2009), the current study opted for three skill levels in hopes of observing more nuance.…”
Section: Primary Analysesmentioning
confidence: 98%
“…Specifically, Huh, Rosaen, Sherry, and Bowman (2006) show that performance at each analog test predicts performance in corresponding video games (e.g., targeting and performance at first-person shooter games) and flow during game play (Huh et al, 2006). Additionally, for those with higher cognitive skills, having an audience increases game performance for less challenging games (Bowman & Tamborini, 2008).…”
Section: Individual Differences and Skillmentioning
confidence: 99%
“…For all of the discussion of video games engagement potential, this was indicative of early scholarly works specifically discussing this engagement potential. Indeed, Turkle's work The Second Self is perhaps the first instance in which Mihaly Csikszentmihalyi's theory of 'flow', now ubiquitous in Serious Games research [89,90], was specifically applied to video games.…”
Section: From Analogue To Digital Serious Gamesmentioning
confidence: 99%