SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Inclusive game design
10 references·3 citing·47 second hop
Inclusive game design (2014)Inclusive game designInaccessible through oversight: the need for inclusive game design (2012)Inaccessible through oversigh…Game accessibility: a survey (2010)Game accessibility: a surveyDesigning universally accessible games (2009)Designing universally accessi…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Making the mainstream accessible (2006)Making the mainstream accessi…How to make games for visually impaired children (2005)How to make games for visuall…Design Science in Information Systems Research1 (2004)Design Science in Information…Design science in information systems research (2004)Design science in information…Content Analysis in Mass Communication: Assessment and Reporting of Intercoder Reliability (2002)Content Analysis in Mass Comm…Convention on the Rights of the Child (1990)Convention on the Rights of t…Marvinter: A case study of an inclusive transmedia storytelling production (2020)Marvinter: A case study of an…GAME (2020)GAMEGaming and entertainment technologies for includification (2015)Gaming and entertainment tech…Human Computer Interfaces for People with Disabilities (1997)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)PowerUp (2008)Robots for Inclusive Play: Co-designing an Educational Game With Visually Impaired and sighted Children (2020)Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)Give me that online religion (2001)Playability: analysing user experience in video games (2012)Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations on communication (2018)The Purpose of Play (2021)Digital game-based learning (2003)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Best Practices for Teaching Accessibility in University Classrooms (2016)Digital Game-Based Learning (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)The Structure of Scientific Revolutions (1963)The Reflective Practitioner: How Professionals Think in Action (1985)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The Nature of Theory in Information Systems1 (2006)A Design Science Research Methodology for Information Systems Research (2007)Positioning and Presenting Design Science Research for Maximum Impact1 (2013)Investigating the Roles of Knowledge and Cognitive Abilities in Older Adult Information Seeking on the Web (2008)Including accessibility within and beyond undergraduate computing courses (2009)Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility (2018)Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games (2018)Who Gets to Play? Disability, Open Literacy, Gaming (2019)A Coefficient of Agreement for Nominal Scales (1960)Content Analysis: An Introduction to its Methodology. (1984)A Concordance Correlation Coefficient to Evaluate Reproducibility (1989)Reliability in Content Analysis. (2004)Coding In-depth Semistructured Interviews (2013)Intercoder Reliability in Qualitative Research: Debates and Practical Guidelines (2020)Information Systems Success: The Quest for the Dependent Variable (1992)The Structure of Scientific Revolutions (1996)The Anatomy of a Design Theory (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Towards Generalised Accessibility of Computer Games (2008)Advances in Game Accessibility from 2005 to 2010 (2011)Towards a low cost adaptation of educational games for people with disabilities (2014)Child Well‐Being: What Does It Mean? (2013)‘Going viral’ and ‘Going country’: the expressive and instrumental activities of street gangs on social media (2016)The datafied child: The dataveillance of children and implications for their rights (2017)
this work references cited by second hop

References

  • 2004Design Science in Information Systems Research110,671 cited
  • 2004Design science in information systems research8,253 cited
  • 2002Content Analysis in Mass Communication: Assessment and Reporting of Intercoder Reliability3,054 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 1990Convention on the Rights of the Child561 cited
  • 2010Game accessibility: a survey379 cited
  • 2009Designing universally accessible games160 cited
  • 2006Making the mainstream accessible65 cited
  • 2005How to make games for visually impaired children43 cited
  • 2012Inaccessible through oversight: the need for inclusive game design40 cited

Cited by

  • 2020Marvinter: A case study of an inclusive transmedia storytelling production9 cited
  • 2020GAME4 cited
  • 2015Gaming and entertainment technologies for includification2 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work