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Training disaster communication by means of serious games in virtual environments
15 references·8 citing·44 second hop
Training disaster communication by means of serious games in virtual environments (2010)Training disaster communication by means …The effective integration of digital games and learning content (2007)The effective integration of …Games for Learning and Learning from Games (2007)Games for Learning and Learni…Cognitive science implications for enhancing training effectiveness in a serious gaming context (2007)Cognitive science implication…Group Performance and Decision Making (2004)Group Performance and Decisio…Training for emergency management: tactical decision games (2001)Training for emergency manage…Group cohesiveness and social loafing: Effects of a social interaction manipulation on individual motivation within groups. (1998)Group cohesiveness and social…Effects of Task Experience and Group Experience on Group Performance, Member Ability, and Recognition of Expertise (1997)Effects of Task Experience an…Computerized General Management Games as Strategic Management Learning Environments (1997)Computerized General Manageme…The effect of time pressure on decision-making behaviour in a dynamic task environment (1994)The effect of time pressure o…The effects of time scarcity and time abundance on group performance quality and interaction process (1992)The effects of time scarcity …The Social psychology of time: new perspectives (1988)The Social psychology of time…Assessment and Classification of Children's Social Skills: A Review of Methods and Issues. (1984)Assessment and Classification…Group process and productivity (1973)Group process and productivityVictims of Groupthink (1972)Victims of GroupthinkGroup process and productivity (1972)Group process and productivityDebiasing in motion: Boosting sound intuiting through animated video training (2025)Debiasing in motion: Boosting…Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions (2022)Gamification as a Promoting T…How can gamification be incorporated into disaster emergency planning? A systematic review of the literature (2020)How can gamification be incor…A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training (2020)A Technical and Conceptual Fr…Designing gamified transformative and social marketing services (2018)Designing gamified transforma…Boost: Improving Mindfulness, Thinking, and Diversity (2018)Boost: Improving Mindfulness,…Empowering People by Mindfulness and Thinking Boosts (2017)Empowering People by Mindfuln…Empowering People to Choose Wisely by Democratizing Mindfulness and Thinking Tools (2015)Empowering People to Choose W…Work and motivation (1964)Social Identity Theory: Constructive and Critical Advances. (1991)Social loafing: A meta-analytic review and theoretical integration. (1993)Students' Perceptions of Social Loafing: Its Antecedents and Consequences in Undergraduate Business Classroom Teams (2009)Motivating interdependent teams: Individual rewards, shared rewards, or something in between? 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(2012)Handbook of Social Psychology (2013)Does team communication represent a one-size-fits-all approach?: A meta-analysis of team communication and performance (2017)The Framing of Decisions and the Psychology of Choice (1981)Self-Efficacy: The Exercise of Control (1999)Handbook of Positive Psychology (2001)How the Group Affects the Mind: A Cognitive Model of Idea Generation in Groups (2006)Motivated Information Processing in Group Judgment and Decision Making (2007)Brain-to-brain coupling: a mechanism for creating and sharing a social world (2012)Many hands make light the work: The causes and consequences of social loafing. (1979)The psychology of social impact. 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References

  • 1972Victims of Groupthink2,379 cited
  • 1972Group process and productivity2,103 cited
  • 2004Group Performance and Decision Making1,331 cited
  • 1973Group process and productivity853 cited
  • 1997Effects of Task Experience and Group Experience on Group Performance, Member Ability, and Recognition of Expertise367 cited
  • 1988The Social psychology of time: new perspectives319 cited
  • 1992The effects of time scarcity and time abundance on group performance quality and interaction process300 cited
  • 2007Cognitive science implications for enhancing training effectiveness in a serious gaming context249 cited
  • 1984Assessment and Classification of Children's Social Skills: A Review of Methods and Issues.243 cited
  • 1998Group cohesiveness and social loafing: Effects of a social interaction manipulation on individual motivation within groups.159 cited
  • 1994The effect of time pressure on decision-making behaviour in a dynamic task environment127 cited
  • 2007Games for Learning and Learning from Games93 cited
  • 2001Training for emergency management: tactical decision games89 cited
  • 2007The effective integration of digital games and learning content79 cited
  • 1997Computerized General Management Games as Strategic Management Learning Environments

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59 cited

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  • 2018Designing gamified transformative and social marketing services63 cited
  • 2022Gamification as a Promoting Tool of Motivation for Creating Sustainable Higher Education Institutions59 cited
  • 2020How can gamification be incorporated into disaster emergency planning? A systematic review of the literature45 cited
  • 2020A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training44 cited
  • 2018Boost: Improving Mindfulness, Thinking, and Diversity2 cited
  • 2025Debiasing in motion: Boosting sound intuiting through animated video training1 cited
  • 2015Empowering People to Choose Wisely by Democratizing Mindfulness and Thinking Tools0 cited
  • 2017Empowering People by Mindfulness and Thinking Boosts0 cited