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Characteristics of games
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Characteristics of games (2013)Characteristics of gamesSerious games design knowledge - Experiences from a decade (+) of serious games development (2021)Serious games design knowledg…Adolescents’ Digital Game-Related Information-Seeking (2021)Adolescents’ Digital Game-Rel…Advancing Evaluation Practice With Serious Games (2020)Advancing Evaluation Practice…More than data gatherers: exploring player experience in a citizen science game (2019)More than data gatherers: exp…Developing science tabletop games: ‘Catan’® and global warming (2019)Developing science tabletop g…Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production (2019)Being an Educator and Game De…Validity Threats in Quantitative Data Collection With Games: A Narrative Survey (2018)Validity Threats in Quantitat…Getting it Right or Being Top Rank: Games in Citizen Science (2018)Getting it Right or Being Top…The Development and Evaluation of a Computer-Simulated Science Inquiry Environment Using Gamified Elements (2017)The Development and Evaluatio…The Game Definition Game (2016)The Game Definition GameModeling Intransitivity in Matchup and Comparison Data (2016)Modeling Intransitivity in Ma…Afterword: Medieval Ludens (2015)Afterword: Medieval LudensIn Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play (2014)In Defence of a Magic Circle:…Getting humans to do quantum optimization - user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves (2014)Getting humans to do quantum …Board, game, and media (2014)Board, game, and mediaCopyright Law and Video Games: A Brief History of an Interactive Medium (2013)Copyright Law and Video Games…The Principles of Psychology (1891)The Interpretation of Cultures (1974)Manipulation in Board Game Interactions: Being a Sporting Player (2018)Gamification and Learning: A Comparative Study of Design Frameworks (2019)Theory of games and economic behavior (2019)Playing Games with Tito (2021)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Nudge: improving decisions about health, wealth, and happiness (2008)Thinking, Fast and Slow (2011)Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics (2016)RANK ANALYSIS OF INCOMPLETE BLOCK DESIGNS (1952)Rank Analysis of Incomplete Block Designs: I. The Method of Paired Comparisons (1952)Individual Choice Behavior: A Theoretical Analysis. (1960)The Theory of Games and Economic Behavior (1945)Homo Ludens: A Study of the Play-Element in Culture. (1951)Understanding Media: The Extensions of Man (1964)Game Development for Computer Science Education (2016)Gamification: Concepts, Consequences, and Critiques (2018)How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making (2020)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Three Approaches to Qualitative Content Analysis (2005)Using thematic analysis in psychology (2006)Readme First for a User's Guide to Qualitative Methods (2013)Frame Analysis: An Essay on the Organization of Experience. (1975)Rules of Play: Game Design Fundamentals (2003)Understanding Reliability and Validity in Qualitative Research (2015)“Are We Now Post-COVID?”: Exploring Post-COVID Futures Through a Gamified Story Completion Method (2021)What video games have to teach us about learning and literacy (2003)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Rules, Games, and Common-Pool Resources (1994)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)
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  • 2016The Game Definition Game184 cited
  • 2014In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play142 cited
  • 2016Modeling Intransitivity in Matchup and Comparison Data61 cited
  • 2018Validity Threats in Quantitative Data Collection With Games: A Narrative Survey45 cited
  • 2020Advancing Evaluation Practice With Serious Games41 cited
  • 2014Getting humans to do quantum optimization - user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves34 cited
  • 2018Getting it Right or Being Top Rank: Games in Citizen Science31 cited
  • 2019Developing science tabletop games: ‘Catan’® and global warming28 cited
  • 2017The Development and Evaluation of a Computer-Simulated Science Inquiry Environment Using Gamified Elements26 cited
  • 2019More than data gatherers: exploring player experience in a citizen science game25 cited
  • 2019Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production24 cited
  • 2021Serious games design knowledge - Experiences from a decade (+) of serious games development24 cited
  • 2014Board, game, and media20 cited
  • 2013Copyright Law and Video Games: A Brief History of an Interactive Medium

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14 cited
  • 2015Afterword: Medieval Ludens6 cited
  • 2021Adolescents’ Digital Game-Related Information-Seeking3 cited