« Narrative games for learning: Testing the discovery and narrative hypotheses, Journal of Educational Psychology, vol.104, issue.1, p.235, 2012. ,
« Developing serious games for cultural heritage: a state-of-the-art review » in, Virtual reality, pp.255-275, 2010. ,
« Expérimentation et communication environnementale : la communication engageante et instituante Objectiver l'humain?, pp.71-114, 2010. ,
« Serious Games: What Are They? What Do They Do? Why Should We Play Them? The Oxford Handbook of Media Psychology, pp.334-351, 2013. ,
« Environnements immersifs et dispositifs numériques, Etudes expérimentales et approches distanciées Essachess, pp.1-107, 2013. ,
« The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing, Journal of Experimental Social Psychology, vol.45, issue.4, pp.624-634, 2009. ,
« Educational video game for juvenile diabetes: results of a controlled trial, Medical Informatics, pp.77-89, 1997. ,
Serious games: mechanisms and effects, Psychological and Communicological Theories of Learning and Emotion Underlying Serious Games, pp.103-116, 2009. ,
Flow: The psychology of optimal experience Flow: The classic work on how to achieve happiness, 1990. ,
Empathy: A social psychological approach, Comment étudier les processus de réception lors du contact avec les messages médiatiques ? La méthode des récits de réception rétrospectifs et la méthode des cognitions verbalisées concomitantes », Communication et Langages, pp.161-117, 1994. ,
« Games, motivation, and learning: A research and practice model, Simulation & gaming, pp.441-467, 2002. ,
« Engaging with Stories and Characters: Learning, Persuasion, and Transportation into Narrative Worlds The Oxford Handbook of Media Psychology, pp.449-461, 2013. ,
« Du jeu utile au jeu sérieux (serious game), Hermès, n°62 La soumission librement consentie, pp.85-91, 1998. ,
« Experience effects on interactivity: Functions, processes, and perceptions, Journal of Business Research, vol.65, issue.11, pp.1543-1550, 2012. ,
« A dual-process model of interactivity effects, Journal of Advertising, vol.38, issue.2, pp.53-68, 2009. ,
« Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player, International Journal of Human-Computer Studies, vol.68, issue.1, pp.57-68, 2010. ,
« This story is not for everyone: Transportability and narrative persuasion, Social Psychological and Personality Science, 2010. ,
« The Effects of a Serious Game on Role- Taking and Willingness to Help, Journal of Communication, vol.60, issue.4, pp.723-742, 2010. ,
« An overview of using electronic games for health purposes, Handbook of research on effective electronic gaming in education, Information Science Reference, pp.388-401, 2008. ,
« Jeux virtuels Aspects socio-cognitifs et sémiotiques « The elaboration likelihood model of persuasion, Hermès, n°62, pp.92-100, 1986. ,
« On happiness and human potentials: A review of research on hedonic and eudaimonic well-being, Annual review of psychology, pp.141-166, 2001. ,
« The role of presence in the experience of electronic games Playing video games: Motives, responses, and consequences, pp.225-240, 2006. ,
« Review of research on computer games, Computer games and instruction, pp.127-222, 2011. ,
COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS, Journal of Educational Computing Research, vol.34, issue.3, pp.229-243, 2006. ,
DOI : 10.2190/FLHV-K4WA-WPVQ-H0YM
« Measuring presence in virtual environments: A presence questionnaire, « A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games, pp.225-240, 1998. ,