References for Play Your Way to Productivity: An Educational Escape Room for Positive Psychology

Hello! This unlisted page contains the references for my MAPP Capstone Poster.

Bober, M. (2010). Games-based experiences for learning. Manchester Metropolitan University.

Bowman, S. L. (2010). The functions of role-playing games: How participants create community, solve problems and explore identity. McFarland & Co.

Brooks, P. (1982). Narrative transaction and transference (Unburying ‘Le Colonel Chabert’). Novel: A Forum on Fiction, 15(2), 101. https://doi.org/10.2307/1345218

Connelly, L., Burbach, B. E., Kennedy, C., & Walters, L. (2018). Escape room recruitment event: description and lessons learned. Journal of Nursing Education, 57(3), 184–187. https://doi.org/10.3928/01484834-20180221-12

Csikszentmihalyi, M. (2009). Flow: The psychology of optimal experience (Nachdr.). Harper [and] Row.

Davis, J. L., & Chouinard, J. B. (2016). Theorizing affordances: From request to refuse. Bulletin of Science, Technology & Society, 36(4), 241–248. https://doi.org/10.1177/0270467617714944

Dillard, J. P., & Shen, L. (2005). On the nature of reactance and its role in persuasive health communication. Communication Monographs, 72(2), 144–168. https://doi.org/10.1080/03637750500111815

Fotaris, P., & Mastoras, T. (2019). Escape rooms for learning: A systematic review. Proceedings of the 12th European Conference on Game Based Learning, 30. https://doi.org/10.34190/GBL.19.179

Giang, C., Chevalier, M., Negrini, L., Peleg, R., Bonnet, E., Piatti, A., & Mondada, F. (2020). Exploring Escape Games as a Teaching Tool in Educational Robotics. In M. Moro, D. Alimisis, & L. Iocchi (Eds), Educational Robotics in the Context of the Maker Movement (Vol. 946, pp. 95–106). Springer International Publishing. https://doi.org/10.1007/978-3-030-18141-3_8

Huizinga, J. (2016). Homo ludens: A study of the play-element in culture (unabridged reprint of the first edition). Angelico Press.

Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. C. (2014). Gaming well: Links between videogames and flourishing mental health. Frontiers in Psychology, 5. https://doi.org/10.3389/fpsyg.2014.00260

Kaufman, G., Flanagan, M., & Seidman, M. (2016). Creating stealth game interventions for attitude and behavior change: An ‘embedded design’ model. Transactions of the Digital Games Research Association, 2(3). https://doi.org/10.26503/todigra.v2i3.57

Kilmer, E. D., Davis, A. D., Kilmer, J. N., & Johns, A. R. (2023). Therapeutically applied role-playing games: The game to grow method. Routledge.

Kour, J., El-Den, J., & Sriratanaviriyakul, N. (2019). The role of positive psychology in improving employees’ performance and organizational productivity: An experimental study. Procedia Computer Science, 161, 226–232. https://doi.org/10.1016/j.procs.2019.11.118

Mathew, H. E., & Vijayalakshmi, V. (2017). Changing definitions of work and play: Importance of workplace humour. Psychological Studies, 62(1), 12–20. https://doi.org/10.1007/s12646-017-0395-9

Petelczyc, C. A., Capezio, A., Wang, L., Restubog, S. L. D., & Aquino, K. (2018). Play at work: an integrative review and agenda for future research. Journal of Management, 44(1), 161–190. https://doi.org/10.1177/0149206317731519

Proyer, R. T., & Sendatzki, R. (2026). Examining play and playfulness at work: Current knowledge, practical applications, and future research directions. Annual Review of Organizational Psychology and Organizational Behavior, 13(1), 251–276. https://doi.org/10.1146/annurev-orgpsych-020924-064249

Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028

Walton, G. M., & Wilson, T. D. (2018). Wise interventions: Psychological remedies for social and personal problems. Psychological Review, 125(5), 617–655. https://doi.org/10.1037/rev0000115