{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,7,3]],"date-time":"2026-07-03T19:44:40Z","timestamp":1783107880341,"version":"3.54.6"},"publisher-location":"New York, NY, USA","reference-count":28,"publisher":"ACM","license":[{"start":{"date-parts":[[2018,8,7]],"date-time":"2018-08-07T00:00:00Z","timestamp":1533600000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2018,8,7]]},"DOI":"10.1145\/3235765.3235780","type":"proceedings-article","created":{"date-parts":[[2018,9,13]],"date-time":"2018-09-13T12:54:52Z","timestamp":1536843292000},"page":"1-7","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":54,"title":["UPEQ: ubisoft perceived experience questionnaire"],"prefix":"10.1145","author":[{"given":"Ahmad","family":"Azadvar","sequence":"first","affiliation":[{"name":"Massive Entertainment Sweden AB, Sweden"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Alessandro","family":"Canossa","sequence":"additional","affiliation":[{"name":"Massive Entertainment Sweden AB, Sweden"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2018,8,7]]},"reference":[{"key":"e_1_3_2_1_1_1","doi-asserted-by":"crossref","unstructured":"Anderson C. A. Shibuya A. Ihori N. Swing E. L. Bushman B. J. Sakamoto A. Saleem M. (2010). Violent video game effects on aggression empathy and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological bulletin 136(2) 151.  Anderson C. A. Shibuya A. Ihori N. Swing E. L. Bushman B. J. Sakamoto A. Saleem M. (2010). Violent video game effects on aggression empathy and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological bulletin 136(2) 151.","DOI":"10.1037\/a0018251"},{"key":"e_1_3_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1007\/BF02293814"},{"key":"e_1_3_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/1920778.1920780"},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.jesp.2009.02.016"},{"key":"e_1_3_2_1_5_1","volume-title":"Your Face (t) Impact of Personality and Context on Gameplay Behavior. In FDG","author":"Canossa A.","year":"2015"},{"key":"e_1_3_2_1_6_1","doi-asserted-by":"crossref","unstructured":"Deci E. L. & Ryan R. M. (1985). Intrinsic motivation and selfdetermination in human behavior. New York: Plenum.  Deci E. L. & Ryan R. M. (1985). Intrinsic motivation and selfdetermination in human behavior. New York: Plenum.","DOI":"10.1007\/978-1-4899-2271-7"},{"key":"e_1_3_2_1_7_1","doi-asserted-by":"crossref","unstructured":"D\u00f6rner R. G\u00f6bel S. Effelsberg W. & Wiemeyer J. (Eds.). (2016). Player Experience In Serious games: foundations concepts and practice. 243--271. Springer.  D\u00f6rner R. G\u00f6bel S. Effelsberg W. & Wiemeyer J. (Eds.). (2016). Player Experience In Serious games: foundations concepts and practice. 243--271. Springer.","DOI":"10.1007\/978-3-319-40612-1_9"},{"key":"e_1_3_2_1_8_1","unstructured":"ESA (2017 April 19) \"Industry Facts\". The Entertainment Software Association Retrieved from: http:\/\/www.theesa.com\/about-esa\/industry-facts\/.  ESA (2017 April 19) \"Industry Facts\". The Entertainment Software Association Retrieved from: http:\/\/www.theesa.com\/about-esa\/industry-facts\/."},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.3138\/sim.6.3.001"},{"key":"e_1_3_2_1_10_1","doi-asserted-by":"crossref","unstructured":"Gentile D. A. Choo H. Liau A. Sim T. Li D. Fung D. & Khoo A. (2011). Pathological video game use among youths: a two-year longitudinal study. Pediatrics peds-2010.  Gentile D. A. Choo H. Liau A. Sim T. Li D. Fung D. & Khoo A. (2011). Pathological video game use among youths: a two-year longitudinal study. Pediatrics peds-2010.","DOI":"10.1542\/peds.2010-1353"},{"key":"e_1_3_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1177\/0146167213520459"},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1083-6101.1997.tb00072.x"},{"key":"e_1_3_2_1_13_1","doi-asserted-by":"crossref","unstructured":"Nacke L. E. Bateman C. & Mandryk R. L. (2014). BrainHex: A neurobiological gamer typology survey. Entertainment computing 5 (1) 55--62.  Nacke L. E. Bateman C. & Mandryk R. L. (2014). BrainHex: A neurobiological gamer typology survey. Entertainment computing 5 (1) 55--62.","DOI":"10.1016\/j.entcom.2013.06.002"},{"key":"e_1_3_2_1_14_1","unstructured":"Nath T. (2016 June 13). \"Investing in Video Games: This Industry Pulls In More Revenue than Movies Music\". Retrieved from:http:\/\/www.nasdaq.com\/article\/investing-in-video-games-this-industry-pulls-in-more-revenue-than-movies-music-cm634585.  Nath T. (2016 June 13). \"Investing in Video Games: This Industry Pulls In More Revenue than Movies Music\". Retrieved from:http:\/\/www.nasdaq.com\/article\/investing-in-video-games-this-industry-pulls-in-more-revenue-than-movies-music-cm634585."},{"key":"e_1_3_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.1089\/cyber.2010.0578"},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"crossref","unstructured":"Przybylski A. K. Rigby C. S. & Ryan R. M. (2010). A motivational model of video game engagement. Review of general psychology 14 (2) 154.  Przybylski A. K. Rigby C. S. & Ryan R. M. (2010). A motivational model of video game engagement. Review of general psychology 14 (2) 154.","DOI":"10.1037\/a0019440"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1006\/ceps.1999.1020"},{"key":"e_1_3_2_1_18_1","doi-asserted-by":"crossref","unstructured":"Ryan R. M. Rigby C. S. & Przybylski A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30 (4) 344--360.  Ryan R. M. Rigby C. S. & Przybylski A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30 (4) 344--360.","DOI":"10.1007\/s11031-006-9051-8"},{"key":"e_1_3_2_1_19_1","first-page":"417","article-title":"Correlations of sums and differences","volume":"5","author":"Spearman C.","year":"1913","journal-title":"British Journal of Psychology"},{"key":"e_1_3_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1177\/1948550610379056"},{"key":"e_1_3_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1559-1816.1993.tb01066.x"},{"key":"e_1_3_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1109\/CIG.2011.6032007"},{"key":"e_1_3_2_1_23_1","volume-title":"In Proceedings of the International Conference on the Foundations of Digital Games (In Press). FDG.","author":"Tekofsky S.","year":"2013"},{"key":"e_1_3_2_1_24_1","unstructured":"Fung B. (2015 June 19). The future of gaming is here. And it's literally huge. The Washington Post. Retrieved from: https:\/\/www.washingtonpost.com\/news\/the-switch\/wp\/2015\/06\/19\/why-open-world-video-games-will-be-the-defining-genre-of-our-generation\/?utm_term=.667054e08d17  Fung B. (2015 June 19). The future of gaming is here. And it's literally huge. The Washington Post. Retrieved from: https:\/\/www.washingtonpost.com\/news\/the-switch\/wp\/2015\/06\/19\/why-open-world-video-games-will-be-the-defining-genre-of-our-generation\/?utm_term=.667054e08d17"},{"key":"e_1_3_2_1_25_1","unstructured":"Deci E. L. & Ryan R. M. (2002). Overview of self-determination theory: An organismic dialectical perspective. Handbook of self-determination research 3--33.  Deci E. L. & Ryan R. M. (2002). Overview of self-determination theory: An organismic dialectical perspective. Handbook of self-determination research 3--33."},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"crossref","unstructured":"Calleja G. (2014). Immersion in virtual worlds. The Oxford handbook of virtuality 222--236.  Calleja G. (2014). Immersion in virtual worlds. The Oxford handbook of virtuality 222--236.","DOI":"10.1093\/oxfordhb\/9780199826162.013.012"},{"key":"e_1_3_2_1_27_1","doi-asserted-by":"crossref","unstructured":"Ryan R. M. & Deci E. L. (2001). On happiness and human potentials: A review of research on hedonic and eudaimonic well-being. Annual review of psychology 52(1) 141--166.  Ryan R. M. & Deci E. L. (2001). On happiness and human potentials: A review of research on hedonic and eudaimonic well-being. Annual review of psychology 52(1) 141--166.","DOI":"10.1146\/annurev.psych.52.1.141"},{"key":"e_1_3_2_1_28_1","unstructured":"Tom Clancy's The Division {Computer Software}. (2016). Malmo: Ubisoft Entertainment.  Tom Clancy's The Division {Computer Software}. (2016). Malmo: Ubisoft Entertainment."}],"event":{"name":"FDG '18: Foundations of Digital Games 2018","location":"Malm\u00f6 Sweden","acronym":"FDG '18"},"container-title":["Proceedings of the 13th International Conference on the Foundations of Digital Games"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3235765.3235780","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3235765.3235780","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T21:41:22Z","timestamp":1750282882000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3235765.3235780"}},"subtitle":["a self-determination evaluation tool for video games"],"short-title":[],"issued":{"date-parts":[[2018,8,7]]},"references-count":28,"alternative-id":["10.1145\/3235765.3235780","10.1145\/3235765"],"URL":"https:\/\/doi.org\/10.1145\/3235765.3235780","relation":{},"subject":[],"published":{"date-parts":[[2018,8,7]]},"assertion":[{"value":"2018-08-07","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}