AbstractThe aim of this study is to investigate the flow experiences of adolescents who play computer games at an Internet café environment. Observations and interviews were used in order to collect data from 21 adolescents aged 14 to 20 years. Results indicated that the Internet café social environment that include several activities such as talking to each other and helping other players while playing had a positive effect on the flow experiences of adolescents. While game genre, goal, and visual appearance increase the flow experiences and motivations of adolescents, the story feature of the games is not considered as an effective component of flow. The music of the games also does not have an effect on the flow experiences of most of th...
The purpose of this study is to examine children's expectations from games and their interaction pat...
It has been speculated that computer game play by young people has negative correlates or consequenc...
It has been speculated that computer game play by young people has negative correlates or consequenc...
AbstractThe aim of this study is to investigate the flow experiences of adolescents who play compute...
This study examines children's flow experiences in an interactive social game environment. A total o...
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was perf...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
Playing online computer games is a common leisure activity for adolescents. The aim of this study wa...
The paper describes research on the role and place of computer games in the lives of children and ad...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
This paper reports from an experiment on evaluating enjoyment of children playing computer games. Th...
Many of the diverse pleasures that people experience during recreational computing activities can be...
Abstract: This study investigates the effects of computer games on teenagers in Famagusta, Turkish...
Computer use is a widespread leisure activity for adolescents. Leisure contexts, such as Internet ca...
Abstract:- The purpose of this study is to examine children’s expectations from games and their inte...
The purpose of this study is to examine children's expectations from games and their interaction pat...
It has been speculated that computer game play by young people has negative correlates or consequenc...
It has been speculated that computer game play by young people has negative correlates or consequenc...
AbstractThe aim of this study is to investigate the flow experiences of adolescents who play compute...
This study examines children's flow experiences in an interactive social game environment. A total o...
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was perf...
This study has a purpose to investigate the adoption of online games technologies among adolescents...
Playing online computer games is a common leisure activity for adolescents. The aim of this study wa...
The paper describes research on the role and place of computer games in the lives of children and ad...
[[abstract]]The main purpose of this study is to understand how dialectical development between on-l...
This paper reports from an experiment on evaluating enjoyment of children playing computer games. Th...
Many of the diverse pleasures that people experience during recreational computing activities can be...
Abstract: This study investigates the effects of computer games on teenagers in Famagusta, Turkish...
Computer use is a widespread leisure activity for adolescents. Leisure contexts, such as Internet ca...
Abstract:- The purpose of this study is to examine children’s expectations from games and their inte...
The purpose of this study is to examine children's expectations from games and their interaction pat...
It has been speculated that computer game play by young people has negative correlates or consequenc...
It has been speculated that computer game play by young people has negative correlates or consequenc...