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Simo Järvelä
Simo Järvelä
Gamification Group, Tampere University
Verified email at tuni.fi
Title
Cited by
Cited by
Year
Why do players buy in-game content? An empirical study on concrete purchase motivations
J Hamari, K Alha, S Järvelä, JM Kivikangas, J Koivisto, J Paavilainen
Computers in Human Behavior 68, 538-546, 2017
4222017
A review of the use of psychophysiological methods in game research
JM Kivikangas, G Chanel, B Cowley, I Ekman, M Salminen, S Järvelä, ...
Journal of gaming & virtual worlds 3 (3), 181-199, 2011
3212011
Moral foundations and political orientation: Systematic review and meta-analysis.
JM Kivikangas, B Fernández-Castilla, S Järvelä, N Ravaja, JE Lönnqvist
Psychological bulletin 147 (1), 55, 2021
2812021
RelaWorld: neuroadaptive and immersive virtual reality meditation system
I Kosunen, M Salminen, S Järvelä, A Ruonala, N Ravaja, G Jacucci
Proceedings of the 21st international conference on intelligent user …, 2016
2372016
Review on psychophysiological methods in game research
JM Kivikangas, I Ekman, G Chanel, S Järvelä, B Cowley, P Henttonen, ...
Proc. of 1st Nordic DiGRA 25, 2010
1292010
Social interaction in games: Measuring physiological linkage and social presence
I Ekman, G Chanel, S Järvelä, JM Kivikangas, M Salminen, N Ravaja
Simulation & Gaming 43 (3), 321-338, 2012
1202012
Physiological linkage of dyadic gaming experience
S Järvelä, JM Kivikangas, J Kätsyri, N Ravaja
Simulation & Gaming 45 (1), 24-40, 2014
1182014
Gender differences in emotional responses to cooperative and competitive game play
JM Kivikangas, J Kätsyri, S Järvelä, N Ravaja
PloS one 9 (7), e100318, 2014
1122014
Evoking physiological synchrony and empathy using social VR with biofeedback
M Salminen, S Järvelä, A Ruonala, VJ Harjunen, J Hamari, G Jacucci, ...
IEEE Transactions on Affective Computing 13 (2), 746-755, 2019
842019
Augmented virtual reality meditation: Shared dyadic biofeedback increases social presence via respiratory synchrony
S Järvelä, B Cowley, M Salminen, G Jacucci, J Hamari, N Ravaja
ACM Transactions on Social Computing 4 (2), 1-19, 2021
792021
An embodied cognition approach for understanding role-playing
P Lankoski, S Järvelä
International Journal of Role-Playing 3, 18-32, 2012
762012
Keep your opponents close: Social context affects EEG and fEMG linkage in a turn-based computer game
MM Spape, JM Kivikangas, S Järvelä, I Kosunen, G Jacucci, N Ravaja
PloS one 8 (11), e78795, 2013
652013
Role-play experience’s effect on students’ 21st century skills propensity
I Aura, S Järvelä, L Hassan, J Hamari
The Journal of educaTional research 116 (3), 159-170, 2023
522023
Intragroup emotions: Physiological linkage and social presence
S Järvelä, J Kätsyri, N Ravaja, G Chanel, P Henttonen
Frontiers in psychology 7, 105, 2016
522016
A practical guide to using digital games as an experiment stimulus
S Järvelä, I Ekman, JM Kivikangas, N Ravaja
Transactions of the Digital Games Research Association 1 (2), 2014
472014
Experience assessment and design in the analysis of gameplay
B Cowley, I Kosunen, P Lankoski, JM Kivikangas, S Järvelä, I Ekman, ...
Simulation & Gaming 45 (1), 41-69, 2014
41*2014
Bio-adaptive social VR to evoke affective interdependence: DYNECOM
M Salminen, S Järvelä, A Ruonala, J Timonen, K Mannermaa, N Ravaja, ...
Proceedings of the 23rd International Conference on Intelligent User …, 2018
342018
Neuroadaptive meditation in the real world
I Kosunen, A Ruonala, M Salminen, S Järvelä, N Ravaja, G Jacucci
Proceedings of the 2017 ACM Workshop on An Application-oriented Approach to …, 2017
292017
12. Stimulus games
S Järvelä, I Ekman, JM Kivikangas, N Ravaja
Game research methods: An overview, 193, 2015
272015
Playing with embodied social interaction: a thematic review of experiments on social aspects in gameful virtual reality
M Bujić, AL Macey, S Järvelä, J Hamari
Interacting with Computers 33 (6), 583-595, 2021
232021
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Articles 1–20