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Understanding Video Games: The Essential Introduction
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Understanding Video Games: The Essential Introduction (2008)Understanding Video Games: The Essential …Play and Aesthetics in Ancient Greece (2019)Play and Aesthetics in Ancien…Multisensory games-based learning - lessons learnt from olfactory enhancement of a digital board game (2018)Multisensory games-based lear…Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries (2018)Multinational comparison of i…Video games can develop graduate skills in higher education students: A randomised trial (2017)Video games can develop gradu…Plugged In (2017)Plugged InChurn prediction of mobile and online casual games using play log data (2017)Churn prediction of mobile an…The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review (2016)The Benefits of Active Video …In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play (2014)In Defence of a Magic Circle:…Gamified Vocabulary (2014)Gamified VocabularyTranscoding the news: An investigation into multimedia journalism published on nytimes.com 2000–2008 (2012)Transcoding the news: An inve…The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school (2011)The multivoicedness of game p…Motivation, Engagement and Learning through Digital Games (2011)Motivation, Engagement and Le…Computer games in pre-school settings: Didactical challenges when commercial educational computer games are implemented in kindergartens (2011)Computer games in pre-school …A visual language for the creation of narrative educational games (2011)A visual language for the cre…Critical review on video game evaluation heuristics (2010)Critical review on video game…Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design (2009)Games for Civic Learning: A C…The Principles of Psychology (1891)The Interpretation of Cultures (1974)Gamification and Learning: A Comparative Study of Design Frameworks (2019)Theory of games and economic behavior (2019)Playing with the Anthropocene: Board game imaginaries of islands, nature, and empire (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. 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(1978)Governing the Commons (1990)The Civic Potential of Video Games (2009)Simulating REAL LIVES (2012)Governments Should Play Games (2016)Understanding Media: The Extensions of Man (1964)The Language of New Media (2002)The Web and its Journalisms: Considering the Consequences of Different Types of Newsmedia Online (2003)Do Multimedia Matter? Cognitive and Affective Effects of Embedded Multimedia Journalism (2016)How does online news curate linked sources? A content analysis of three online news media (2016)The SAGE Handbook of Visual Research Methods (2020)Adaptability in the workplace: Development of a taxonomy of adaptive performance. (2000)The benefits of playing video games. 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The Role of Motivation in Smart Pedagogy (2018)A power primer. (1992)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Measuring inconsistency in meta-analyses (2003)Internet gaming disorder and psychosocial well-being: A longitudinal study of older-aged adolescents and emerging adults (2020)Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study (2021)Gaming disorder: A summary of its characteristics and aetiology (2023)A Theory of Social Comparison Processes (1954)An argument for basic emotions (1992)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. 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  • 2017Plugged In207 cited
  • 2018Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries163 cited
  • 2017Video games can develop graduate skills in higher education students: A randomised trial146 cited
  • 2014In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play142 cited
  • 2009Games for Civic Learning: A Conceptual Framework and Agenda for Research and Design108 cited
  • 2011The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school81 cited
  • 2014Gamified Vocabulary81 cited
  • 2017Churn prediction of mobile and online casual games using play log data72 cited
  • 2018Multisensory games-based learning - lessons learnt from olfactory enhancement of a digital board game69 cited
  • 2012Transcoding the news: An investigation into multimedia journalism published on nytimes.com 2000–200865 cited
  • 2011A visual language for the creation of narrative educational games59 cited
  • 2019Play and Aesthetics in Ancient Greece56 cited
  • 2016The Benefits of Active Video Games for Educational and Physical Activity Approaches: A Systematic Review56 cited
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Computer games in pre-school settings: Didactical challenges when commercial educational computer games are implemented in kindergartens
53 cited
  • 2011Motivation, Engagement and Learning through Digital Games52 cited
  • 2010Critical review on video game evaluation heuristics52 cited