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Game design : theory and practice
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Game design : theory and practice (2001)Game design : theory and practiceMeasuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) (2019)Measuring perceived challenge…The Effect of Computer Game-Based Learning on FL Vocabulary Transferability (2017)The Effect of Computer Game-B…Academic methods for usability evaluation of serious games: a systematic review (2016)Academic methods for usabilit…The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment (2015)The interplay of game element…A critical review of digital storyline-enhanced learning (2015)A critical review of digital …Digital creativity: Research themes and framework (2014)Digital creativity: Research …A visual language for the creation of narrative educational games (2011)A visual language for the cre…Understanding and evaluating cooperative games (2010)Understanding and evaluating …Towards gameplay analysis via gameplay metrics (2009)Towards gameplay analysis via…Exploring user experiences as predictors of MMORPG addiction (2009)Exploring user experiences as…Effects of different scenarios of game difficulty on player immersion (2009)Effects of different scenario…Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry (2007)Balancing the Tensions Betwee…Video game values: Human–computer interaction and games (2006)Video game values: Human–comp…Learning to collaborate: Designing collaboration in a 3-D game environment (2006)Learning to collaborate: Desi…Affective gaming (2003)Affective gamingPlayability in Action Videogames: A Qualitative Design Model (2002)Playability in Action Videoga…Scale Development : Theory and Applications (1991)Alternative Ways of Assessing Model Fit (1992)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Advances in the Science of Assessment (2016)Towards a unified theory of toxic behavior in video games (2020)Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validation (2022)Basics of qualitative research (1990)Basics of Qualitative Research (1992)Towards a Framework for Understanding Electronic Educational Gaming (2007)Critical review on video game evaluation heuristics (2010)Player–video game interaction: A systematic review of current concepts (2015)The Discovery of Grounded Theory (2017)Flow: the psychology of optimal experience (1990)Hamlet on the holodeck: the future of narrative in cyberspace (1997)GameFlow (2005)Dynamic difficulty using brain metrics of workload (2014)Immersion in Digital Games: Review of Gaming Experience Research (2014)Review of Psychometric theory (2nd ed.). 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A game-theory approach (2024)Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (2005)Characterising and measuring user experiences in digital games (2007)Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)
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  • 2007Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry339 cited
  • 2009Exploring user experiences as predictors of MMORPG addiction311 cited
  • 2006Video game values: Human–computer interaction and games226 cited
  • 2002Playability in Action Videogames: A Qualitative Design Model179 cited
  • 2010Understanding and evaluating cooperative games165 cited
  • 2003Affective gaming126 cited
  • 2019Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)124 cited
  • 2009Towards gameplay analysis via gameplay metrics109 cited
  • 2009Effects of different scenarios of game difficulty on player immersion107 cited
  • 2015The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment99 cited
  • 2017The Effect of Computer Game-Based Learning on FL Vocabulary Transferability93 cited
  • 2006Learning to collaborate: Designing collaboration in a 3-D game environment86 cited
  • 2014Digital creativity: Research themes and framework86 cited
  • 2016Academic methods for usability evaluation of serious games: a systematic review

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83 cited
  • 2011A visual language for the creation of narrative educational games59 cited
  • 2015A critical review of digital storyline-enhanced learning59 cited