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The Case for Computer-Augmented Games
9 references·1 citing·34 second hop
The Case for Computer-Augmented Games (2014)The Case for Computer-Augmented GamesThe functions of role-playing games: how participants create community, solve problems and explore identity (2011)The functions of role-playing…A casual revolution: reinventing video games and their players (2010)A casual revolution: reinvent…Pervasive Games: Theory and Design (2009)Pervasive Games: Theory and D…A report on the crossmedia game epidemic menace (2007)A report on the crossmedia ga…This might be a game: ubiquitous play and performance at the turn of the twenty-first century (2006)This might be a game: ubiquit…Towards an Ontological Language for Game Analysis (2005)Towards an Ontological Langua…A multidimensional typology of games (2003)A multidimensional typology o…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Shared Fantasy: Role-Playing Games as Social Worlds (1985)Shared Fantasy: Role-Playing …Digital Board Game: Is there a need for it in language learning among tertiary level students? (2018)Digital Board Game: Is there …THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)Basic objects in natural categories (1976)Rules of Play: Game Design Fundamentals (2003)Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Understanding and evaluating cooperative games (2010)Dark Patterns in the Design of Games (2013)The Structure of Scientific Revolutions (1963)Metaphors We Live By (2003)Alternate reality gaming and convergence culture (2007)Emerging Participatory Culture Practices (2008)The Location of Culture (2012)Improvisation and Social Aesthetics (2017)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Digital Gaming and Language Learning: Autonomy and Community (2014)Teacher perceptions of the value of game-based learning in secondary education (2017)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)Game design as marketing: How game mechanics create demand for virtual goods (2010)The Pokémon GO Experience (2017)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Player Types: A Meta-synthesis (2014)Toward a Cultural Theory of Gaming: Digital Games and the Co-Evolution of Media, Mind, and Culture (2006)Why Video Game Genres Fail (2015)TEN LIES OF ETHNOGRAPHY (1993)Toward a psychology of positive youth development. (2000)Achieving Rigor in Qualitative Analysis: The Role of Active Categorization in Theory Building (2020)Designing Games to Discourage Sedentary Behaviour (2014)Why do people play location-based augmented reality games: A study on Pokémon GO (2018)Converging Worlds: From Transmedial Storyworlds to Transmedial Universes (2015)Educational Larp in the Middle School Classroom - A Mixed Method Case Study (2015)Role, play, and games: Comparison between role-playing games and role-play in education (2023)
this work references cited by second hop

References

  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,802 cited
  • 2010A casual revolution: reinventing video games and their players884 cited
  • 1985Shared Fantasy: Role-Playing Games as Social Worlds612 cited
  • 2009Pervasive Games: Theory and Design443 cited
  • 2011The functions of role-playing games: how participants create community, solve problems and explore identity192 cited
  • 2005Towards an Ontological Language for Game Analysis191 cited
  • 2003A multidimensional typology of games126 cited
  • 2006This might be a game: ubiquitous play and performance at the turn of the twenty-first century110 cited
  • 2007A report on the crossmedia game epidemic menace68 cited

Cited by

  • 2018Digital Board Game: Is there a need for it in language learning among tertiary level students?21 cited

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