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Pervasive Games: Theory and Design
0 references·16 citing·54 second hop
Pervasive Games: Theory and Design (2009)Pervasive Games: Theory and DesignA framework for gamification in the metaverse era: How designers envision gameful experience (2023)A framework for gamification …A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)A Review of Mobile Location-b…Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)Uses and Gratifications of Po…Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design (2018)Social Game Elements in World…The Pokémon GO Experience (2017)The Pokémon GO ExperienceThe Geography of Pokémon GO (2017)The Geography of Pokémon GODrawing Inspiration from World of Warcraft: Gamification Design Elements for Behavior Change Technologies (2017)Drawing Inspiration from Worl…The Game Definition Game (2016)The Game Definition GamePervasive gaming: Status, trends and design principles (2015)Pervasive gaming: Status, tre…Designing interactive systems through a game lens: An ethnographic approach (2015)Designing interactive systems…In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play (2014)In Defence of a Magic Circle:…Gamification in Consumer Marketing - Future or Fallacy? (2014)Gamification in Consumer Marke…Du game design au gamefulness : définir la gamification (2014)Du game design au gamefulness…This is not a one-horse race (2012)This is not a one-horse raceGame design as marketing: How game mechanics create demand for virtual goods (2010)Game design as marketing: How…Power explorer (2009)Power explorerThe Principles of Psychology (1891)The Interpretation of Cultures (1974)Theory of games and economic behavior (2019)The Presentation of Self in Everyday Life. (1956)Handbook of Qualitative Research (1994)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems (2017)Using gamification elements for competitive crowdsourcing: exploring the underlying mechanism (2020)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)User Acceptance of Information Technology: Toward A Unified View1 (2003)From game design elements to gamefulness (2011)Experiences that matter? The motivational experiences and business outcomes of gamified services (2019)Main gamification concepts: A systematic mapping study (2019)Enhancing Consumer Online Purchase Intention Through Gamification in China: Perspective of Cognitive Evaluation Theory (2020)A Theory of Cognitive Dissonance (1957)Self-Perception Theory (1972)Measuring Effectiveness of Persuasive Games Using an Informative Control Condition (2015)A Theory of Cognitive Dissonance (2017)Play and learn: Serious games in breaking informational barriers in residential solar energy adoption in the United States (2017)Gameful Green: A Systematic Review on the Use of Serious Computer Games and Gamified Mobile Apps to Foster Pro-Environmental Information, Attitudes and Behaviors (2022)Management. Tasks, Responsibilities, Practices. (1975)Competitive Strategy: Techniques for Analyzing Industries and Competitors (1980)Motivations for Play in Online Games (2006)Framework for Designing and Evaluating Game Achievements (2011)Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment (2015)Why do players buy in-game content? An empirical study on concrete purchase motivations (2016)Savannah: mobile gaming and learning? (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries (2018)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)Assessing virtual reality acceptance in long-term care facilities: a quantitative study with older adults (2023)Pervasive Games (2009)Applied Thematic Analysis (2012)Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians (2016)Impact of location-based games on phone usage and movement (2017)Encountering Autonomous Robots on Public Streets (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Increasing quality of learning experience using augmented reality educational games (2020)‘What lies behind the filter?’ Uncovering the motivations for using augmented reality (AR) face filters on social media and their effect on well-being (2021)What Drives User Stickiness and Satisfaction in OTT Video Streaming Platforms? A Mixed-Method Exploration (2023)Applied Spatial Econometrics: Raising the Bar (2010)How Good is Volunteered Geographical Information? A Comparative Study of OpenStreetMap and Ordnance Survey Datasets (2010)Limits of Predictability in Human Mobility (2010)Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players (2020)The praxis of radical placemaking (2023)
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  • 2017Drawing Inspiration from World of Warcraft: Gamification Design Elements for Behavior Change Technologies

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45 cited
  • 2018Social Game Elements in World of Warcraft: Interpersonal Relations, Groups, and Organizations for Gamification Design44 cited