Citation Impact

Citing Papers

Playing in school or at home? : An exploration of the effects of context on educational game experience
2011
Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI
2021 Standout
ChatGPT: Bullshit spewer or the end of traditional assessments in higher education?
2023 Standout
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
2013
Smartphone addiction, daily interruptions and self-reported productivity
2017 Standout
A systematic literature review of empirical evidence on computer games and serious games
2012 Standout
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
Carpe diem instead of losing your social mind: Beyond digital addiction and why we all suffer from digital overuse
2016
The rise of motivational information systems: A review of gamification research
2018 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Digital competence and digital literacy in higher education research: Systematic review of concept use
2018 Standout
Computer-based technology and student engagement: a critical review of the literature
2017
Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence
2014
Digital Games and Beyond: What Happens When Players Compete?1
2013
The Model for Introduction of Gamification into E-learning in Higher Education
2015 Standout
Promoting online learners’ continuance intention: An integrated flow framework
2015
Human Trust in Artificial Intelligence: Review of Empirical Research
2020 Standout
Who but not where: The effect of social play on immersion in digital games
2013
20 years of Electronic Commerce Research
2021 Standout
Measuring flow in gamification: Dispositional Flow Scale-2
2014
The Higher Education Sustainability through Virtual Laboratories: The Spanish University as Case of Study
2018 Standout
Engagement in digital entertainment games: A systematic review
2011
An investigation of motivation and experience in virtual learning environments: a self-determination theory
2018
Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games
2013
A Review of Exploratory Factor Analysis Decisions and Overview of Current Practices: What We Are Doing and How Can We Improve?
2015 Standout
The role of psychology in understanding the impact of computer games
2011
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
2018 Standout
Gamifying learning experiences: Practical implications and outcomes
2013 Standout
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale
2014
Digital Gaming Perspectives of Older Adults: Content vs. Interaction
2013
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
The interplay between immersion and appeal in video games
2013
The effects of hedonic and utilitarian bidding values on e-auction behavior
2015
Experiential archaeology: Is virtual time travel possible?
2009

Works of Yves Steiner being referenced

Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment
2008
Rankless by CCL
2026