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Game Jams
5 references·7 citing·41 second hop
Game Jams (2012)Game JamsThe Playful and the Serious: An approximation to Huizinga's Homo Ludens . (2006)The Playful and the Serious: …Collaborative games: Lessons learned from board games (2006)Collaborative games: Lessons …Teaching software engineering through game design (2005)Teaching software engineering…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Computer Game Studies, Year One. (2001)Computer Game Studies, Year O…Game Jams for Learning and Teaching (2020)Game Jams for Learning and Te…The impacts of live streaming and Twitch.tv on the video game industry (2018)The impacts of live streaming…Engaging under-represented minorities in STEM through game jams (2017)Engaging under-represented mi…The Value of Game Prototyping Projects for Students and Industry (2016)The Value of Game Prototyping…Improving Social Skills through Game Jam Participation (2016)Improving Social Skills throu…Playful Game Jams (2014)Playful Game JamsAn International Study on Learning and Process Choices in the Global Game Jam (2013)An International Study on Lea…Design Patterns: Elements of Reusable Object-Oriented Software (1994)Andrew Rollings and Ernest Adams on Game Design (2003)Making Computer Games and Design Thinking (2008)Turning Real-World Software Development into a Game (2011)Gamification in Computer Science Education: a Systematic Literature Review (2020)Flow: the psychology of optimal experience (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Game jams in general formal education (2021)Man, Play, and Games. (1963)The Art of Game Design (2008)From game design elements to gamefulness (2011)The Selfish Gene (1976)The Evolution of Cooperation (1981)Communication, Coordination, and Camaraderie in World of Warcraft (2008)Understanding and evaluating cooperative games (2010)Games (2020)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy in Changing Societies (1995)Pandora's Hope: Essays on the Reality of Science Studies (2000)Playful Urban Spaces (2009)The Ambiguity of Play (2009)In Defence of a Magic Circle: The Social, Mental and Cultural Boundaries of Play (2014)A Brief History of Serious Games (2016)Network Culture: Politics for the Information Age (2005)Streaming on twitch (2014)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts (2019)Live Streamers on Twitch.tv as Social Media Influencers: Chances and Challenges for Strategic Communication (2019)Dare to Dream, Dare to Livestream: How E-Commerce Livestreaming Empowers Chinese Rural Women (2022)Mind in Society: The Development of Higher Psychological Processes (1978)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)What video games have to teach us about learning and literacy (2003)Promoting Game Jams and Hackathons as more Women-Inclusive Environments for Informal Learning (2021)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Living a Virtual Life: Social Dynamics of Online Gaming. (2004)A Short and Simple Definition of What a Videogame Is (2005)Video Game Genre, Evolution and Innovation (2009)
this work references cited by second hop

References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2001Computer Game Studies, Year One.384 cited
  • 2006Collaborative games: Lessons learned from board games380 cited
  • 2005Teaching software engineering through game design142 cited
  • 2006The Playful and the Serious: An approximation to Huizinga's Homo Ludens .116 cited

Cited by

  • 2018The impacts of live streaming and Twitch.tv on the video game industry208 cited
  • 2014Playful Game Jams64 cited
  • 2013An International Study on Learning and Process Choices in the Global Game Jam61 cited
  • 2020Game Jams for Learning and Teaching60 cited
  • 2016Improving Social Skills through Game Jam Participation37 cited
  • 2016The Value of Game Prototyping Projects for Students and Industry37 cited
  • 2017Engaging under-represented minorities in STEM through game jams22 cited

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