The holistic experience of IT artifacts can be seen in the immersive interaction of video game players. This interaction has been attributed to a State of Flow with the IT artifact. This state, which often results in users devoting a significant amount of time and effort with the IT, has been captured through the construct of cognitive absorption. In this research in progress paper, we describe how interactions with an IT – in particular with video games – can be perceived as being competitive. Moreover, we aim to investigate the process through which emotional responses to a competitive situation emerge and how they influence the experience of cognitive absorption. Further, we aim to examine the role of personality traits on the video gam...
Serious games have been commonly used in information technology education and training. Many of them...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
Previous research on computer games has tended to concentrate on their more negative effects (e.g., ...
Because digital games are fun, engaging, and popular, organizations are attempting to integrate them...
Over the past several decades, technological advancements in entertain- ment systems have given rise...
This study has focused to identify what kinds of psychological state are most closely related in pla...
Over the past 30 years, a large body of research has accrued demonstrating that video games are capa...
The underlying mechanisms responsible for the improvements in cognition associated with video game p...
The current study explores how competition and gaming expertise affect the satisfaction of competenc...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user ex...
The underlying mechanisms responsible for the improvements in cognition associated with video game p...
The current study explores how competition and gaming expertise affect the satisfaction of competenc...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
Serious games have been commonly used in information technology education and training. Many of them...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
Previous research on computer games has tended to concentrate on their more negative effects (e.g., ...
Because digital games are fun, engaging, and popular, organizations are attempting to integrate them...
Over the past several decades, technological advancements in entertain- ment systems have given rise...
This study has focused to identify what kinds of psychological state are most closely related in pla...
Over the past 30 years, a large body of research has accrued demonstrating that video games are capa...
The underlying mechanisms responsible for the improvements in cognition associated with video game p...
The current study explores how competition and gaming expertise affect the satisfaction of competenc...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user ex...
The underlying mechanisms responsible for the improvements in cognition associated with video game p...
The current study explores how competition and gaming expertise affect the satisfaction of competenc...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
Serious games have been commonly used in information technology education and training. Many of them...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
Previous research on computer games has tended to concentrate on their more negative effects (e.g., ...