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Games and Serious Games in Urban Planning: Study Cases
8 references·1 citing·32 second hop
Games and Serious Games in Urban Planning: Study Cases (2011)Games and Serious Games in Urban Planning…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Serious Games in Cultural Heritage (2009)Serious Games in Cultural Her…Serious Games : An Overview (2007)Serious Games : An OverviewDigital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…From users to designers: Building a self-organizing game-based learning environment (2005)From users to designers: Buil…The Oxford history of board games (1999)The Oxford history of board g…Serious Games (1970)Serious GamesGame of Cruxes: co-designing a game for scientists and stakeholders for identifying joint problems (2021)Game of Cruxes: co-designing …What Video Games Have to Teach Us about Learning and Literacy (2004)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)The Art of Case Study Research (1996)What video games have to teach us about learning and literacy (2003)A MUVE Towards PBL Writing (2008)Making Computer Games and Design Thinking (2008)Video Games and Education: Designing Learning Systems for an Interactive Age. (2008)Virtual-reality heritage presentation at Ename (2000)Virtual museums for all: employing game technology for edutainment (2004)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)An Engine Selection Methodology for High Fidelity Serious Games (2010)A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage (2017)The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations (2019)Digital game-based learning: Towards an experiential gaming model (2005)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Institutional Ecology, `Translations' and Boundary Objects: Amateurs and Professionals in Berkeley's Museum of Vertebrate Zoology, 1907-39 (1989)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Towards computer game studies (2001)The Game Definition Game (2016)Against Meritocracy (2017)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)The ‘digital natives’ debate: A critical review of the evidence (2008)Understanding Generation Y and their use of social media: a review and research agenda (2013)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)
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References

  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2007Serious Games : An Overview946 cited
  • 1970Serious Games921 cited
  • 1999The Oxford history of board games220 cited
  • 2005From users to designers: Building a self-organizing game-based learning environment146 cited
  • 2009Serious Games in Cultural Heritage102 cited

Cited by

  • 2021Game of Cruxes: co-designing a game for scientists and stakeholders for identifying joint problems12 cited

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