Hit papers significantly outperform the citation benchmark for their cohort. A paper qualifies
if it has ≥500 total citations, achieves ≥1.5× the top-1% citation threshold for papers in the
same subfield and year (this is the minimum needed to enter the top 1%, not the average
within it), or reaches the top citation threshold in at least one of its specific research
topics.
Measuring and defining the experience of immersion in games
20081.3k citationsCharlene Jennett, Anna L. Cox et al.International Journal of Human-Computer Studiesprofile →
Peers — A (Enhanced Table)
Peers by citation overlap · career bar shows stage (early→late)
cites ·
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Countries citing papers authored by Charlene Jennett
Since
Specialization
Citations
This map shows the geographic impact of Charlene Jennett's research. It shows the number of citations coming from papers published by authors working in each country. You can also color the map by specialization and compare the number of citations received by Charlene Jennett with the expected number of citations based on a country's size and research output (numbers larger than one mean the country cites Charlene Jennett more than expected).
Fields of papers citing papers by Charlene Jennett
This network shows the impact of papers produced by Charlene Jennett. Nodes represent research fields, and links connect fields that are likely to share authors. Colored nodes show fields that tend to cite the papers produced by Charlene Jennett. The network helps show where Charlene Jennett may publish in the future.
Co-authorship network of co-authors of Charlene Jennett
This figure shows the co-authorship network connecting the top 25 collaborators of Charlene Jennett.
A scholar is included among the top collaborators of Charlene Jennett based on the total number of
citations received by their joint publications. Widths of edges
represent the number of papers authors have co-authored together.
Node borders
signify the number of papers an author published with Charlene Jennett. Charlene Jennett is excluded from
the visualization to improve readability, since they are connected to all nodes in the network.
All Works
20 of 20 papers shown
1.
Jennett, Charlene, Anna L. Cox, Paulina Guerrero, Anthony Steed, & Niloy J. Mitra. (2017). Designing for Curiosity in Citizen Science. UCL Discovery (University College London).1 indexed citations
2.
Jennett, Charlene, et al.. (2017). Case Study 3. International Journal of Game-Based Learning. 7(3). 93–97.2 indexed citations
Jennett, Charlene, et al.. (2016). Squeezy Green Balls. White Rose Research Online (University of Leeds, The University of Sheffield, University of York). 389–400.23 indexed citations
5.
Jennett, Charlene, et al.. (2016). Learning in Game Jams: A Case Study of the GLASS Summer School. Open Research Online (The Open University).1 indexed citations
6.
Iacovides, Ioanna, et al.. (2015). Removing the HUD. Open Research Online (The Open University). 13–22.45 indexed citations
7.
Cowley, Benjamin Ultan, et al.. (2014). Learning when serious: Psychophysiological evaluation of a technology-enhanced learning game. Educational Technology & Society. 17(1). 3–16.20 indexed citations
Jennett, Charlene, Laure Kloetzer, Margaret M. Gold, & Anna L. Cox. (2013). Sociability in virtual citizen science. Human Factors in Computing Systems. 45(10). 451–5.2 indexed citations
12.
Jennett, Charlene, et al.. (2013). Creativity in citizen science: All for one and one for all.6 indexed citations
Kloetzer, Laure, Daniel Schneider, Charlene Jennett, et al.. (2013). Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science?. White Rose Research Online (University of Leeds, The University of Sheffield, University of York).11 indexed citations
16.
Brostoff, Sacha, et al.. (2012). Would You Sell Your Mother's Data? Personal Data Disclosure in a Simulated Credit Card Application.. UCL Discovery (University College London).1 indexed citations
Jennett, Charlene, et al.. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies. 66(9). 641–661.1258 indexed citations breakdown →
19.
Cox, Anna L., Paul Cairns, Nadia Bianchi‐Berthouze, & Charlene Jennett. (2006). The use of eyetracking for measuring immersion.. Magnetic Resonance Imaging. 13(6). 799–806.11 indexed citations
Rankless uses publication and citation data sourced from OpenAlex, an open and comprehensive
bibliographic database. While OpenAlex provides broad and valuable coverage of the global
research landscape, it—like all bibliographic datasets—has inherent limitations. These include
incomplete records, variations in author disambiguation, differences in journal indexing, and
delays in data updates. As a result, some metrics and network relationships displayed in
Rankless may not fully capture the entirety of a scholar's output or impact.