2018
DOI: 10.1007/978-3-319-91250-9_36
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A Framework for the Assessment of Enjoyment in Video Games

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Cited by 2 publications
(4 citation statements)
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“…with concepts such as flow, fun, engagement, happiness, etc. (e.g., Crutzen et al, 2016;Matthews et al, 2018). Authors might then consider that enjoyment does not need to be rigorously assessed.…”
Section: Main Findings and Implicationsmentioning
confidence: 99%
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“…with concepts such as flow, fun, engagement, happiness, etc. (e.g., Crutzen et al, 2016;Matthews et al, 2018). Authors might then consider that enjoyment does not need to be rigorously assessed.…”
Section: Main Findings and Implicationsmentioning
confidence: 99%
“…Player enjoyment in video games is related to positive player reactions during a gameplay session (Caroux et al, 2015;Crutzen et al, 2016;Fang et al, 2010;Segundo Díaz et al, 2022). It corresponds to the extent to which players positively evaluate their experience, cognitively and affectively (Schaffer, 2022), and is partly associated with need satisfaction and guiltlessness (Matthews et al, 2018;Mekler et al, 2014).…”
Section: Introductionmentioning
confidence: 99%
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“…The formation of scientific and technological ideas is through imagination. Thus, creativity in science and technology education refers to the promotion and strengthening of imagination in the context of science and technology [21].…”
Section: B Creativity and Creative Skillsmentioning
confidence: 99%