| |
1
|
Bartle R. 1996. Hearts, Clubs, Diamonds, Spades: Players who suit MUDs. The Journal of Virtual Environments. 1.
|
| |
2
|
|
| |
3
|
Bateman, C. and Boon, R. 2006. 21st Century Game Design. Charles River Media.
|
| |
4
|
Chronbach L. J. 1951. Coefficient Alpha and the Internal Structure of Tests. Psychometrika. 16, 2, 297--313.
|
| |
5
|
Combs, N. 2004. The Intelligence in the MMOG: From Scripts to Stories to Directorial AI. In Proceedings of the Other Players Conference (Copenhagen, Denmark).
|
| |
6
|
Csikszentmihya M. 1990 Flow: The Psychology of Optimal Experience. Harper and Row.
|
| |
7
|
Davis J. P., Steury K., Pagulayan R. 2005. A survey method for assessing perceptions of a game: The consumer playtest in game design. Game Studies. 5, 1.
|
| |
8
|
Fine, G. A. 2002. Shared Fantasy: Role Playing Games as Social Worlds. University of Chicago Press.
|
| |
9
|
Ghozland, D. 2007. Designing for Motivation. Gamasutra, June 7th. DOI= http://www.gamasutra.com/view/feature/1419/designing_for_motivation.php}
|
| |
10
|
Griebel, T. 2006. Self-Portrayal in a Simulated Life: Projecting Personality and Values in The Sims 2. Game Studies, 6, 1.
|
| |
11
|
Grodal, T. 2000: Video Games and the pleasure of control. In: D Zillman and P. Vorderer (Eds), Media Entertainment: The Psychology if its appeal, pp. 197--213. Mahwah, NJ: Lawrence Erlbaum Harman HH (1976) Modern Factor Analysis. Chicago: University of Chicago Press.
|
| |
12
|
Hopson J. 2001. Behavioral Game Design. Gamasutra, April 27th. DOI= http://www.gamasutra.com/features/20010427/hopson_pfv.htm}.
|
| |
13
|
Jansz, J. and Tanis, M. 2007. Appeal of Playing Online First Person Shooter Games. CyberPsychology and Behavior. 10, 1, 133--136.
|
| |
14
|
Jansz, J. and Martens, L. 2005. Gaming at a LAN event: The social context of playing video games. New Media Society 7, 333--355.
|
| |
15
|
Kellar M., Watters C. and Duffy J. 2007. Motivational Factors in Game Play in Two User Groups. In Proceedings of the DIGRA 2007 Conference (Tokyo, Japan), 1--8.
|
| |
16
|
Lucas, K. and Sherry, J. L. 2004. Sex Differences in Video Game Play: A Communication-Based Explanation. Communication Research. 31, 499--523.
|
| |
17
|
Ryan, M. R. and Rigby, C. S.; Przybyiski, A. 2006. The motivational pull of video games: A self-determination theory approach. Motivation Emotion. 30, 347--363.
|
| |
18
|
Sherry, J. L. 2004. Flow and Media Enjoyment. Communications Theory. 14, 4, 328--347.
|
| |
19
|
Sherry, J. L. and Lucas, K. 2003. Video game uses and gratifications as predictors of use and game preferences. Paper presented at the annual conference of the international Communication Association (San Diego, CA).
|
| |
20
|
Sherry, J. L., Lucas, K.; Greenberg, B. S. and Lachlan, K. 2006. Video Game Uses and Gratifications as Predictors of Use and Game Preference. In: Vorderer P. and Bryant, J. (eds.) Playing Video Games. Motives, Responses, and Consequences. Lawrence Erlbaum Associates.
|
| |
21
|
Thorndike, R. M. 1978. Correlational procedures for research. John Wiley & Sons Inc.
|
| |
22
|
Tychsen A., Newman K., Brolund T. and Hitchens M. 2007. Cross-format analysis of the gaming experience in multi-player role playing games. In Proceedings of the DIGRA 2007 Conference (Tokyo, Japan), 49--57.
|
| |
23
|
Van Meurs R. L. M. 2007. How to Play the Game: a study on MUD player types and their real life personality traits. Master Thesis. Tilburg University Press.
|
| |
24
|
Yee N. 2005. Motivations of Play in Online Games. Cyberpsychology and Behavior. 9, 772--775.
|
| |
25
|
|
| |
26
|
Whitton, N. 2007. Motivation and computer game based learning. Proceedings of ASCILITE (Singapore), 1063--1067.
|
| |
27
|
Wood, R., Griffiths, M. and Eatough, V. 2004. Online data collection from video game players: methodological issues. CyberPsychology & Behavior. 7, 511--518.
|