What Makes Games Challenging?

Author:

Hardy Sandro,Kern Angelika,Dutz Tim,Weber Christoph,Göbel Stefan,Steinmetz Ralf

Funder

European Commission

Publisher

ACM Press

Reference21 articles.

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2. S. Consolvo, P. Klasnja, D. W. McDonald, and J. A. Landay. Goal-setting considerations for persuasive technologies that encourage physical activity. In Proceedings of the 4th international Conference on Persuasive Technology, page 8. ACM, 2009.

3. M. Csikszentmihalyi. Das flow-Erlebnis: jenseits von Angst und Langeweile: im Tun aufgehen. Klett-Cotta, 1985.

4. F. D. Davis Jr. A technology acceptance model for empirically testing new end-user information systems: Theory and results. PhD thesis, Massachusetts Institute of Technology, 1986.

5. K. Eilers, F. Nachreiner, and K. Hanecke. Entwicklung und Überprüfung einer Skala zur Erfassung subjektiv erlebter Anstrengung. Zeitschrift für Arbeitswissenschaft, (4):214--224, 1986.

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