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Handbook of Computer Game Studies
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Handbook of Computer Game Studies (2005)Handbook of Computer Game StudiesCo-Op World: Adaptive computer game for supporting child psychotherapy (2020)Co-Op World: Adaptive compute…Gender and Cultural Differences in Game-Based Learning Experiences. (2017)Gender and Cultural Differenc…Designing educational games through a conceptual model based on rules and scenarios (2014)Designing educational games t…Bildungspotenziale von Computerspielen – Überlegungen zur Analyse und bildungstheoretischen Einschätzung eines hybriden Medienphänomens (2013)Bildungspotenziale von Comput…The participatory design of a simulation training game (2012)The participatory design of a…Paper-based aids for learning with a computer-based game. (2012)Paper-based aids for learning…Playing The Sims2: an exploration of gender differences in players’ motivations and patterns of play (2010)Playing The Sims2: an explora…Multiuser Digital Games as Sites for Research and Practice (2010)Multiuser Digital Games as Si…Exploring Behavioral Expressions of Player Experience in Digital Games (2008)Exploring Behavioral Expressi…Bildungspotenziale digitaler Spiele und Spielkulturen (2008)Bildungspotenziale digitaler …Video games as a new domain for translation research: From translating text to translating experience (2007)Video games as a new domain f…Towards a Framework for Understanding Electronic Educational Gaming (2007)Towards a Framework for Under…Profiling Academic Research on Digital Games Using Text Mining Tools (2007)Profiling Academic Research o…Mini-games are Trivial - but "Complex" Games Are Not An important Way for Teachers, Parents and Others to Look At Educational Computer and Video Games (2005)Mini-games are Trivial - but …Konsequenzen der Moderne (1995)The Video Game Theory Reader (2003)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Medienbildung (2022)Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)What Video Games Have to Teach Us about Learning and Literacy (2004)L2 Languaging in a Massively Multiplayer Online Game (2016)Portraying Informal Digital Learning of English from Management, Beliefs, and Practices (2021)Experience and Education (1986)Educational Use of Computer Games: Where We Are, and What’s Next (2012)Learning efficacy and user acceptance of a game-based social skills learning environment (2016)The Interpretation of Cultures (2017)Multimedia Learning (2002)The Cambridge handbook of multimedia learning (2006)Supporting reflection in technology-enhanced learning (2013)Cognitive Theory of Multimedia Learning (2014)Improving academic learning from computer-based narrative games (2015)Leveraging metacognitive prompts in construction educational games for higher educational gains (2018)Experimental and Quasi-Experimental Designs for Research (1963)Situated Cognition and the Culture of Learning (1989)Design Science in Information Systems Research1 (2004)A Preliminary Study of the Influence of Game Types on the Learning Interests of Primary School Students in Digital Games (2020)A Practical Guide to Localization (2000)Computer Game Studies, Year One. (2001)The Video Game Theory Reader (2013)Harnessing the roar of the crowd (2018)Uses and Gratifications Theory in the 21st Century (2000)Adolescent Development (2001)Motivations for Play in Online Games (2006)Investigating quality factors of interactive fitness games based on Kano model (2023)An approach to environmental psychology (1974)Beyond boredom and anxiety (1975)Playability and player experience research (2009)The Player Engagement Process – An Exploration of Continuation Desire in Digital Games (2011)Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression. (2013)Asylums: Essays on the Social Situation of Mental Patients and Other Inmates. (1962)Contingency, Irony, and Solidarity (1989)Culture's Consequences: International Differences in Work-Related Values (1981)Dimensionalizing Cultures: The Hofstede Model in Context (2011)Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students’ learning outcomes and gender differences (2021)
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  • 2010Playing The Sims2: an exploration of gender differences in players’ motivations and patterns of play105 cited
  • 2012Paper-based aids for learning with a computer-based game.64 cited
  • 2007Towards a Framework for Understanding Electronic Educational Gaming54 cited
  • 2014Designing educational games through a conceptual model based on rules and scenarios53 cited
  • 2008Exploring Behavioral Expressions of Player Experience in Digital Games41 cited
  • 2008Bildungspotenziale digitaler Spiele und Spielkulturen35 cited
  • 2010Multiuser Digital Games as Sites for Research and Practice34 cited
  • 2007Video games as a new domain for translation research: From translating text to translating experience33 cited
  • 2013Bildungspotenziale von Computerspielen – Überlegungen zur Analyse und bildungstheoretischen Einschätzung eines hybriden Medienphänomens32 cited
  • 2017Gender and Cultural Differences in Game-Based Learning Experiences.27 cited
  • 2005Mini-games are Trivial - but "Complex" Games Are Not An important Way for Teachers, Parents and Others to Look At Educational Computer and Video Games26 cited
  • 2012The participatory design of a simulation training game25 cited
  • 2007Profiling Academic Research on Digital Games Using Text Mining Tools21 cited

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2020
Co-Op World: Adaptive computer game for supporting child psychotherapy
8 cited