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Computer Game Theories for Designing Motivating Educational Software: A Survey Study
14 references·0 citing·32 second hop
Computer Game Theories for Designing Motivating Educational Software: A Survey Study (2008)Computer Game Theories for Designing Moti…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Theory of Fun for Game Design (2004)A Theory of Fun for Game Desi…Theories of learning: a computer game perspective (2003)Theories of learning: a compu…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Videogames of the oppressed :videogames as a means for critical thinking and debate (2001)Videogames of the oppressed :…Bodies in Technology (2001)Bodies in TechnologyBeyond Myth and Metaphor* -The Case of Narrative in Digital Media (2001)Beyond Myth and Metaphor* -Th…Allegories of Space. The Question of Spatiality in Computer Games (2001)Allegories of Space. The Ques…Digital Sensations: Space, Identity, and Embodiment in Virtual Reality (1999)Digital Sensations: Space, Id…Moving pictures: a new theory of film genres, feelings, and cognition (1998)Moving pictures: a new theory…Computers as Theatre (1993)Computers as TheatreSubjective well-being: An interdisciplinary perspective. (1991)Subjective well-being: An int…The Art of Computer Game Design (1984)The Art of Computer Game Desi…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Hamlet on the Holodeck (1997)Hamlet on the holodeck: the future of narrative in cyberspace (1997)Games Telling stories? - A brief note on games and narratives. (2001)Universals of Narrative and Their Cognitivist Fortunes (I) (2003)Game literacy in theory and practice (2007)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)A Cultural Approach to Television Genre Theory (2001)Moving image theory: ecological considerations (2005)Film tourism – Evolution, progress and prospects (2012)Unit Operations: An Approach to Videogame Criticism (2006)"Alone together?" (2006)Beyond Play (2007)The Automaticity of Affect for Political Leaders, Groups, and Issues: An Experimental Test of the Hot Cognition Hypothesis (2005)Psychosocial causes and consequences of pathological gaming (2010)How does online social networking enhance life satisfaction? The relationships among online supportive interaction, affect, perceived social support, sense of community, and life satisfaction (2013)The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites (2001)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)Patterns of engagement in authentic online learning environments (2003)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The wear out effect of a game-based student response system (2014)Emergent Uses of a Multiplayer Location‐aware Mobile Game: the Interactional Consequences of Mediated Encounters (2006)An ontological turn for higher education (2007)The political choreography of the Sophia robot: beyond robot rights and citizenship to political performances for the social robotics market (2020)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1993Computers as Theatre1,251 cited
  • 2004A Theory of Fun for Game Design1,110 cited
  • 1984The Art of Computer Game Design919 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 1991Subjective well-being: An interdisciplinary perspective.572 cited
  • 2001Bodies in Technology406 cited
  • 1998Moving pictures: a new theory of film genres, feelings, and cognition381 cited
  • 2001Beyond Myth and Metaphor* -The Case of Narrative in Digital Media223 cited
  • 2001Videogames of the oppressed :videogames as a means for critical thinking and debate207 cited
  • 2001Allegories of Space. The Question of Spatiality in Computer Games177 cited
  • 1999Digital Sensations: Space, Identity, and Embodiment in Virtual Reality158 cited
  • 2003Theories of learning: a computer game perspective99 cited

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