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Bridging serious games and participatory design
3 references·16 citing·51 second hop
Bridging serious games and participatory design (2014)Bridging serious games and participatory …The Design, Play, and Experience Framework (2009)The Design, Play, and Experie…Handbook of Research on Effective Electronic Gaming in Education (2009)Handbook of Research on Effec…Co-creation and the new landscapes of design (2008)Co-creation and the new lands…“Guilty of Talking Too Much”: How Psychotherapists Gamify Therapy (2022)“Guilty of Talking Too Much”:…Enabling genuine participation in co-design with young people with learning disabilities (2021)Enabling genuine participatio…Towards a serious games design framework for people with intellectual disability or autism spectrum disorder (2020)Towards a serious games desig…Teaching Cultural Heritage through a Narrative-based Game (2020)Teaching Cultural Heritage th…Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and Approaches (2020)Serious Games as an Engaging …Designing for meaningful social interaction in digital serious games (2020)Designing for meaningful soci…Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)Developing Theory-Driven, Evi…Participatory game prototyping – balancing domain content and playability in a serious game design for the energy transition (2018)Participatory game prototypin…SuperJam: Participatory Design for Accessible Games (2017)SuperJam: Participatory Desig…Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype (2017)Gaming for the energy transit…Children's emotions and quality of products in participatory game design (2017)Children's emotions and quali…Processes and Models for Serious Game Design and Development (2016)Processes and Models for Seri…Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis (2016)Is Participatory Design Assoc…Using a serious game to promote community-based awareness and prevention of neglected tropical diseases (2015)Using a serious game to promo…Serious Games as a Means for Scientific Knowledge Transfer—A Case From Engineering Management Education (2015)Serious Games as a Means for …Serious games for energy social science research (2014)Serious games for energy soci…Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)A Design Science Research Methodology for Information Systems Research (2007)Modelo Teórico Integrado de Gamificación en Ambientes E-Learning (E-MIGA) (2017)Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review (2019)Serious game is an effective learning method for primary health care education of medical students: A randomized controlled trial (2019)Measuring inconsistency in meta-analyses (2003)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression (2017)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Qualitative Data Analysis: An Expanded Sourcebook (1994)Situated Learning: Legitimate Peripheral Participation. (1994)Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education (2009)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)How gamification motivates visits and engagement for online academic dissemination – An empirical study (2015)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Teachers and game-based learning: Improving understanding of how to increase efficacy of adoption (2010)Purposeful by design? (2012)Designing gamification (2013)Democracy and Education (2015)Core affect and the psychological construction of emotion. (2003)Research design: qualitative, quantitative, and mixed methods approaches (2003)The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice (2006)Community architecture: the use of participatory design in the development of a community housing project in the Philippines (2018)Gamification and Game-Based Learning as Cooperative Learning Tools: A Systematic Review (2023)Experience and Education. (1938)Experience and Education (1986)From game design elements to gamefulness (2011)Effectiveness of gaming for communicating and teaching climate change (2018)Business experimentation for a circular economy - Learning in the front end of innovation (2020)The Role of Simulation and Serious Games in Teaching Concepts on Circular Economy and Sustainable Energy (2021)Homo Ludens: A Study of the Play-Element in Culture. (1951)Making Plans that Matter: Citizen Involvement and Government Action (2003)Social acceptance of renewable energy innovation: An introduction to the concept (2007)Policy Puzzle Game: making policy ideas feasible and acceptable in policy co-design (2021)From eye-tracking to games: exploring low-tech solutions for sustainable cultural landscape management (2025)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A Serious Game Designed to Promote Safe Behaviors Among Health Care Workers During the COVID-19 Pandemic: Development of “Escape COVID-19” (2020)Teaching Adequate Prehospital Use of Personal Protective Equipment During the COVID-19 Pandemic: Development of a Gamified e-Learning Module (2020)Codesign with people living with cognitive or sensory impairments: a case for method stories and uniqueness (2015)Participatory research: working with vulnerable groups in research and practice (2016)Types, obstacles and sources of empowerment in co-design: the role of shared material objects and processes (2019)Co-design in the context of universal design: An Australian case study exploring the role of people with disabilities in the design of public buildings (2023)Practices of Care in Participatory Design With Older Adults During the COVID-19 Pandemic: Digitally Mediated Study (2023)Young 2.0: advancing an inclusive framework for co-creating futures with youth (2024)Experience-based Co-design and Healthcare Improvement: Realizing Participatory Design in the Public Sector (2015)Co-Production and the Co-Creation of Value in Public Services: A suitable case for treatment? (2016)What is co-creation? An interactional creation framework and its implications for value creation (2017)
this work references cited by second hop

References

  • 2008Co-creation and the new landscapes of design5,552 cited
  • 2009Handbook of Research on Effective Electronic Gaming in Education364 cited
  • 2009The Design, Play, and Experience Framework320 cited

Cited by

  • 2016Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis138 cited
  • 2019Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights126 cited
  • 2017Gaming for the energy transition. Experimenting and learning in co-designing a serious game prototype87 cited
  • 2015Serious Games as a Means for Scientific Knowledge Transfer—A Case From Engineering Management Education67 cited
  • 2018Participatory game prototyping – balancing domain content and playability in a serious game design for the energy transition66 cited
  • 2021Enabling genuine participation in co-design with young people with learning disabilities65 cited
  • 2017Children's emotions and quality of products in participatory game design61 cited
  • 2020Towards a serious games design framework for people with intellectual disability or autism spectrum disorder54 cited
  • 2016Processes and Models for Serious Game Design and Development47 cited
  • 2020Teaching Cultural Heritage through a Narrative-based Game46 cited

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2020
Designing for meaningful social interaction in digital serious games
42 cited
  • 2020Serious Games as an Engaging Medium on Building Energy Consumption: A Review of Trends, Categories and Approaches36 cited
  • 2015Using a serious game to promote community-based awareness and prevention of neglected tropical diseases34 cited
  • 2014Serious games for energy social science research34 cited
  • 2022“Guilty of Talking Too Much”: How Psychotherapists Gamify Therapy16 cited
  • 2017SuperJam: Participatory Design for Accessible Games4 cited