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The Video Game Theory Reader 2
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The Video Game Theory Reader 2 (2008)The Video Game Theory Reader 2Literacy at play: an analysis of media literacy games used to foster media literacy competencies (2023)Literacy at play: an analysis…Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral Intention (2022)Stimulating Suspense in Gamif…What critical literacy has to offer the study of video games (2018)What critical literacy has to…Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial (2018)Designing productively negati…Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: a Qualitative Evaluation of the Source (2017)Alternate Reality Games as an…Understanding the Relationship Between Exergame Play Experiences, Enjoyment, and Intentions for Continued Play (2016)Understanding the Relationshi…Game localization research and translation studies (2016)Game localization research an…Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms (2014)Toward Understanding the Pote…Measuring Game Engagement (2014)Measuring Game EngagementGame-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement (2014)Game-Play Breakdowns and Brea…The Situated Organisation of Directives in French: Imperatives and Action Coordination in Video Games (2011)The Situated Organisation of …Literacy into action: digital games as action and text in the English and literacy classroom (2011)Literacy into action: digital…Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Self-Efficacy: The Exercise of Control (1999)Measuring the effects on learning performance and engagement with a gamified social platform in an MSc program (2019)‘Serious’ Disaster Video Games: An Innovative Approach to Teaching and Learning about Disasters and Disaster Risk Reduction (2020)The educational value of virtual ecologies in Red Dead Redemption 2 (2021)Paratexts: Thresholds of Interpretation (1997)What Video Games Have to Teach Us about Learning and Literacy (2004)Serious Games: Games That Educate, Train, and Inform (2005)Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives (2012)Maker culture and Minecraft : implications for the future of learning (2015)A co-creativity theoretical framework to foster and evaluate the presence of wise humanising creativity in virtual learning environments (VLEs) (2017)Agreeing and disagreeing with assessments: some features of preferred/dispreferred turn shapes (1985)Plans and Situated Actions: The Problem of Human-Machine Communication (1990)Sequence Organization in Interaction (2007)Cooking instructions and the shaping of things in the kitchen (2014)Requesting immediate action in the surgical operating room (2014)Precision timing and timed embeddedness of imperatives in embodied courses of action (2017)Case Study Research: Design and Methods (1984)Case Study Research: Design and Methods (1991)The Art of Case Study Research (1996)Player strategies (2014)Breakdowns in children's interactions with a robotic tutor: A longitudinal study (2017)Gamification as a Supportive Tool for School Children with Dyslexia (2019)Content Analysis: An Introduction to its Methodology. 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(2020)Situated Learning (1991)Integrated STEM Approaches and Associated Outcomes of K-12 Student Learning: A Systematic Review (2023)The Effects of Spherical Video-Based Virtual Reality in Inquiry-Based Learning on Student Learning Outcomes, Higher-Order Thinking, and Learning Experiences in Geography Education (2025)Truth and Method (1960)Experiential Learning : Experience as the Source of Learning and Development (1983)Using thematic analysis in psychology (2006)Social linguistics and literacies : Ideology in discourses. By James Paul Gee. London: Falmer Press, 1991. Pp. xxi. 203. (1993)A Pedagogy of Multiliteracies: Designing Social Futures (1996)What video games have to teach us about learning and literacy (2003)What do secondary teachers think about digital games for learning: Stupid fixation or the future of education? (2023)Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)From game design elements to gamefulness (2011)What Is Your AI Strategy? Systematically Integrating Self-Learning Technologies into Your Business Strategy (2025)
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Cited by

  • 2011Literacy into action: digital games as action and text in the English and literacy classroom85 cited
  • 2014Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms68 cited
  • 2014Measuring Game Engagement59 cited
  • 2017Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: a Qualitative Evaluation of the Source54 cited
  • 2014Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement49 cited
  • 2016Understanding the Relationship Between Exergame Play Experiences, Enjoyment, and Intentions for Continued Play46 cited
  • 2011The Situated Organisation of Directives in French: Imperatives and Action Coordination in Video Games39 cited
  • 2022Stimulating Suspense in Gamified Virtual Reality Sports: Effect on Flow, Fun, and Behavioral Intention35 cited
  • 2018Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial35 cited
  • 2018What critical literacy has to offer the study of video games34 cited
  • 2023Literacy at play: an analysis of media literacy games used to foster media literacy competencies29 cited
  • 2016Game localization research and translation studies29 cited

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