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The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy
1 references·7 citing·33 second hop
The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy (2013)The Potential of Digital Games for Empowe…Mobile gaming: Industry challenges and policy implications (2012)Mobile gaming: Industry chall…Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics (2022)Effects of games in STEM educ…Content manager for serious games: Theoretical framework and digital platform (2022)Content manager for serious g…Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow (2021)Encouraging gameful experienc…Can cooperative video games encourage social and motivational inclusion of at‐risk students? (2018)Can cooperative video games e…A Study on Using Serious Games in Teaching German as a Foreign Language (2017)A Study on Using Serious Game…Games are motivating, aren´t they? Disputing the arguments for digital game-based learning (2015)Games are motivating, aren´t …Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learning (2014)Are serious video games somet…Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning: Legitimate Peripheral Participation. (1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The effects of gamelike features and test location on cognitive test performance and participant enjoyment (2016)Performance Over Enjoyment? Effect of Game-Based Learning on Learning Outcome and Flow Experience (2021)Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games (2022)Experiential Learning : Experience as the Source of Learning and Development (1983)What Video Games Have to Teach Us about Learning and Literacy (2004)Advances in Consumer Research (2025)Intergenerational Tacit Knowledge Transfer: Leveraging AI (2025)Open innovation : researching a new paradigm (2006)Open Innovation: A New Paradigm for Understanding Industrial Innovation (2006)Business Model Generation : A Handbook for Visionaries, Game Changers, and Challengers (2010)Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form (2015)What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty (2016)Unraveling Platform Strategies: A Review from an Organizational Ambidexterity Perspective (2017)Digital Natives, Digital Immigrants Part 1 (2001)What video games have to teach us about learning and literacy (2003)Serious game design model for language learning in the cultural context (2022)Using thematic analysis in psychology (2006)Designing and Conducting Mixed Methods Research (2010)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Experience and Education (1986)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Teaching presence predicts cyberloafing during online learning: From the perspective of the community of inquiry framework and social learning theory (2022)Video gaming and digital competence among elementary school students (2022)A systematic literature review of empirical evidence on computer games and serious games (2012)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Science and inquiry-based teaching and learning: a systematic review (2023)
this work references cited by second hop

References

  • 2012Mobile gaming: Industry challenges and policy implications154 cited

Cited by

  • 2022Effects of games in STEM education: a meta-analysis on the moderating role of student background characteristics73 cited
  • 2018Can cooperative video games encourage social and motivational inclusion of at‐risk students?70 cited
  • 2021Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow67 cited
  • 2015Games are motivating, aren´t they? Disputing the arguments for digital game-based learning66 cited
  • 2014Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learning55 cited
  • 2022Content manager for serious games: Theoretical framework and digital platform49 cited
  • 2017A Study on Using Serious Games in Teaching German as a Foreign Language44 cited

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