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Handbook of Computer Game Studies
0 references·3 citing·12 second hop
Handbook of Computer Game Studies (2006)Handbook of Computer Game StudiesPsychological paradox of game software trial (2018)Psychological paradox of game…A model of heritage content to support the design and analysis of video games for history education (2018)A model of heritage content t…Tele‐analysis: the use of media technology in psychotherapy and its impact on the therapeutic relationship (2017)Tele‐analysis: the use of med…A simplest systematics for the organization of turn-taking for conversation (1974)Pragmatics (1983)The Restoration of the Self (2009)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Diffusion of Innovations 1 (2019)Flow in computer‐mediated environments: A systematic literature review (2021)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objectives. Handbook I: Cognitive Domain (1966)Learning by Expanding (2014)A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game (2022)The ITTT—Intelligent Touch, Talk, Teach: Smart Sculpture for Gamifying Heritage (2025)
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  • 2017Tele‐analysis: the use of media technology in psychotherapy and its impact on the therapeutic relationship83 cited
  • 2018A model of heritage content to support the design and analysis of video games for history education45 cited
  • 2018Psychological paradox of game software trial11 cited

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