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Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes
4 references·11 citing·45 second hop
Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes (2014)Serious games, gamification and game engi…Understanding gamification mechanisms for software development (2013)Understanding gamification me…Classifying Serious Games (2011)Classifying Serious GamesDeveloping serious games (2006)Developing serious gamesSerious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…A win-win situation: Enhancing sharing economy platform brand equity by engaging business owners in CSR using gamification (2023)A win-win situation: Enhancin…Computer-based business games in higher education: A proposal of a gamified learning framework (2022)Computer-based business games…Business Simulation Games in Higher Education: A Systematic Review of Empirical Research (2022)Business Simulation Games in …A review of serious games for urban water management decisions: current gaps and future research directions (2022)A review of serious games for…Soft Skills Training Program Based on Serious Games (2021)Soft Skills Training Program …Serious games in business process management: a systematic literature review (2021)Serious games in business pro…Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students (2021)Educational Hall Escape: Incr…Digital Elements for SAP ERP Education and Training: Results from a Systematic Literature Review (2021)Digital Elements for SAP ERP …Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology (2020)Investigating the Potential o…Changing the game: a case for gamifying knowledge management (2017)Changing the game: a case for…Smart Gamification and Smart Serious Games (2015)Smart Gamification and Smart …Business process improvement : the breakthrough strategy for total quality, productivity, and competitiveness (1991)Diffusion of Innovation (2015)Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten (2020)Rules of Play: Game Design Fundamentals (2003)Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Reality is broken: why games make us better and how they can change the world (2012)An Empirical Investigation on the Benefits of Gamification in Programming Courses (2018)Main gamification concepts: A systematic mapping study (2019)Enhancing perceived digital literacy skills and creative self-concept through gamified learning environments: Insights from a longitudinal study (2020)What Video Games Have to Teach Us about Learning and Literacy (2004)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Serious Games for education and training (2014)Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles (2020)Quality Criteria for Serious Games: Serious Part, Game Part, and Balance (2020)The Knowledge-creating company: How Japanese companies create the dynamics of innovation (1997)The Tacit Dimension (1997)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Gamification in human resource management—Status quo and quo vadis (2020)Investigating the potential for using gamification to empower knowledge workers (2020)Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft (2021)The Development and Validation of a Scale to Measure Self-Compassion (2003)From game design elements to gamefulness (2011)Gamification. using game-design elements in non-gaming contexts (2011)Experiential Learning : Experience as the Source of Learning and Development (1983)Building Better Causal Theories: A Fuzzy Set Approach to Typologies in Organization Research (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)A Systematic Literature Review of Soft Skills in Information Technology Education (2024)Integrating historical approaches of university ecosystems: reviewing the literature streams and future directions (2024)Business simulation games from the perspective of accounting and management professors: Implications for sustainability education in universities (2025)Homo Ludens: A Study of the Play-Element in Culture. (1951)Experimental and Quasi-Experimental Designs for Research (1963)Social Research Methods (2013)Serious games in natural resource management: steps toward assessment of their contextualized impacts (2023)Serious games and transport justice: Examining redistributive issues through classification and dictator games (2024)From Intentions to Actions: A Theory of Planned Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Creating experiential learning opportunities in enterprise education: an example of a facilitator-led business simulation game in a taught setting (2023)Digital business simulation games in higher education during armed conflicts (2025)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Murder on Grimm Isle: The impact of game narrative design in an educational game‐based learning environment (2010)A Comprehensive Review of Serious Games in Health Professions (2014)A Review of Gamification for Health-Related Contexts (2014)
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References

  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2011Classifying Serious Games334 cited
  • 2006Developing serious games258 cited
  • 2013Understanding gamification mechanisms for software development140 cited

Cited by

  • 2022Business Simulation Games in Higher Education: A Systematic Review of Empirical Research57 cited
  • 2017Changing the game: a case for gamifying knowledge management56 cited
  • 2022Computer-based business games in higher education: A proposal of a gamified learning framework53 cited
  • 2022A review of serious games for urban water management decisions: current gaps and future research directions51 cited
  • 2015Smart Gamification and Smart Serious Games40 cited
  • 2021Soft Skills Training Program Based on Serious Games37 cited
  • 2021Educational Hall Escape: Increasing Motivation and Raising Emotions in Higher Education Students34 cited
  • 2021Serious games in business process management: a systematic literature review28 cited
  • 2023A win-win situation: Enhancing sharing economy platform brand equity by engaging business owners in CSR using gamification19 cited
  • 2021Digital Elements for SAP ERP Education and Training: Results from a Systematic Literature Review11 cited

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  • 2020Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology9 cited